English  |  正體中文  |  简体中文  |  Post-Print筆數 : 27 |  Items with full text/Total items : 109951/140892 (78%)
Visitors : 46203097      Online Users : 717
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: https://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
    傅豐玲;游聖瑾
    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
    index.html0KbHTML21059View/Open


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


    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 ©   - Feedback