政大機構典藏-National Chengchi University Institutional Repository(NCCUR):Item 140.119/76732
English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  全文笔数/总笔数 : 109952/140887 (78%)
造访人次 : 46328882      在线人数 : 1218
RC Version 6.0 © Powered By DSPACE, MIT. Enhanced by NTU Library IR team.
搜寻范围 查询小技巧:
  • 您可在西文检索词汇前后加上"双引号",以获取较精准的检索结果
  • 若欲以作者姓名搜寻,建议至进阶搜寻限定作者字段,可获得较完整数据
  • 进阶搜寻
    政大機構典藏 > 商學院 > 資訊管理學系 > 會議論文 >  Item 140.119/76732


    请使用永久网址来引用或连结此文件: https://nccur.lib.nccu.edu.tw/handle/140.119/76732


    题名: The games in e learning improve the performance
    作者: Fu, Fong-Ling;Yu, Sheng-Chin
    傅豐玲;游聖瑾
    贡献者: 資管系
    关键词: (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
    日期: 2006
    上传时间: 2015-07-21 15:05:26 (UTC+8)
    摘要: 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.
    關聯: 7th International Conference on Information Technology Based Higher Education and Training, ITHET, 論文編號 4141702, Pages 732-738
    数据类型: conference
    DOI 連結: http://dx.doi.org/10.1109/ITHET.2006.339693
    DOI: 10.1109/ITHET.2006.339693
    显示于类别:[資訊管理學系] 會議論文

    文件中的档案:

    档案 描述 大小格式浏览次数
    index.html0KbHTML21061检视/开启


    在政大典藏中所有的数据项都受到原著作权保护.


    社群 sharing

    著作權政策宣告 Copyright Announcement
    1.本網站之數位內容為國立政治大學所收錄之機構典藏,無償提供學術研究與公眾教育等公益性使用,惟仍請適度,合理使用本網站之內容,以尊重著作權人之權益。商業上之利用,則請先取得著作權人之授權。
    The digital content of this website is part of National Chengchi University Institutional Repository. It provides free access to academic research and public education for non-commercial use. Please utilize it in a proper and reasonable manner and respect the rights of copyright owners. For commercial use, please obtain authorization from the copyright owner in advance.

    2.本網站之製作,已盡力防止侵害著作權人之權益,如仍發現本網站之數位內容有侵害著作權人權益情事者,請權利人通知本網站維護人員(nccur@nccu.edu.tw),維護人員將立即採取移除該數位著作等補救措施。
    NCCU Institutional Repository is made to protect the interests of copyright owners. If you believe that any material on the website infringes copyright, please contact our staff(nccur@nccu.edu.tw). We will remove the work from the repository and investigate your claim.
    DSpace Software Copyright © 2002-2004  MIT &  Hewlett-Packard  /   Enhanced by   NTU Library IR team Copyright ©   - 回馈