English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 94586/125118 (76%)
Visitors : 30527691      Online Users : 291
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
Scope Tips:
  • please add "double quotation mark" for query phrases to get precise results
  • please goto advance search for comprehansive author search
  • Adv. Search
    HomeLoginUploadHelpAboutAdminister Goto mobile version
    政大機構典藏 > 商學院 > 資訊管理學系 > 會議論文 >  Item 140.119/76732
    Please use this identifier to cite or link to this item: http://nccur.lib.nccu.edu.tw/handle/140.119/76732

    Title: The games in e learning improve the performance
    Authors: Fu, Fong-Ling;Yu, Sheng-Chin
    Contributors: 資管系
    Keywords: (p ,p ,t) measurements;(SPM) classes;computer games;E learning;Higher education (HE);In order;international conferences;learning goals;On-line games;Student learning;Subjective rating;Technology based;undergraduate students;Web based learning;Curricula;E-learning;Game theory;Information technology;Internet;Multimedia systems;Students;Education
    Date: 2006
    Issue Date: 2015-07-21 15:05:26 (UTC+8)
    Abstract: Students are more spontaneous in e-learning classes than in traditional brick-and-mortar classes. They usually have their own ways of learning that are effective for them but may not be expected by the teacher. Web-based learning games would appear to have particular appeal to the "net generation" of learners who have grown up playing computer games. In order to explore the learner's engagement, this study conducted an experiment with three games in two mass sections of an e-learning course. The subjects were 120 undergraduate students. The games were designed with different learning goals, challenges, problem structure, curriculum content, and rewards. Measurements included frequency, average time spent, and subjective ratings based on the students' interest. Findings indicated that challenge and reward are both positive motivation in encouraging the learner's engagement. Excitement generated from the game will relate to the subjective rating on interest. But challenges are more critical than enjoyment in encouraging repeated play in a learning game. Since web-based learning games are at an early stage of development, the findings provide important insight and raise implications for instructors about the use of online games to support student learning. © 2006 IEEE.
    Relation: 7th International Conference on Information Technology Based Higher Education and Training, ITHET, 論文編號 4141702, Pages 732-738
    Data Type: conference
    DOI 連結: http://dx.doi.org/10.1109/ITHET.2006.339693
    DOI: 10.1109/ITHET.2006.339693
    Appears in Collections:[資訊管理學系] 會議論文

    Files in This Item:

    File Description SizeFormat

    All items in 政大典藏 are protected by copyright, with all rights reserved.

    社群 sharing

    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - Feedback