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題名 The mediation effect of hope belief on mindful learning in game-based creativity learning
作者 葉玉珠
Yeh, Yu-chu
Ting, Yu-Shan
Chang, Jui-Yen
貢獻者 師培中心
日期 2020-01
上傳時間 10-Feb-2022 10:27:22 (UTC+8)
摘要 This study aimed at examining a path model regarding the relationship of creative self-efficacy, career aspiration, hope belief, and mindful learning in game-based creativity learning. Participants were 185 4th to 6th elementary school students. The employed inventories included Children Aspiration Inventory, Inventory of Self-Efficacy in Creativity, Hope Inventory, and Inventory of Mindful Learning Experience in Digital Games. The result revealed that the model was acceptable: χ2 (N = 185, df = 31) = 37.009 (p = .211), GFI = .963, AGFI = .935, and RMR = .024, RMSEA = .032. These findings suggested that hope was a mediator of creative self-efficacy, career aspiration, and mindfulness in game-based creativity learning. Notably, this study pioneers exploring the relationship between hope belief and mindful learning during digital game-based learning. The findings of this study help understand the factors that influence mindful learning in game-based creativity learning.
關聯 SITE Interactive Online 2020 Conference, Association for the Advancement of Computing in Education
資料類型 conference
dc.contributor 師培中心
dc.creator (作者) 葉玉珠
dc.creator (作者) Yeh, Yu-chu
dc.creator (作者) Ting, Yu-Shan
dc.creator (作者) Chang, Jui-Yen
dc.date (日期) 2020-01
dc.date.accessioned 10-Feb-2022 10:27:22 (UTC+8)-
dc.date.available 10-Feb-2022 10:27:22 (UTC+8)-
dc.date.issued (上傳時間) 10-Feb-2022 10:27:22 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/138810-
dc.description.abstract (摘要) This study aimed at examining a path model regarding the relationship of creative self-efficacy, career aspiration, hope belief, and mindful learning in game-based creativity learning. Participants were 185 4th to 6th elementary school students. The employed inventories included Children Aspiration Inventory, Inventory of Self-Efficacy in Creativity, Hope Inventory, and Inventory of Mindful Learning Experience in Digital Games. The result revealed that the model was acceptable: χ2 (N = 185, df = 31) = 37.009 (p = .211), GFI = .963, AGFI = .935, and RMR = .024, RMSEA = .032. These findings suggested that hope was a mediator of creative self-efficacy, career aspiration, and mindfulness in game-based creativity learning. Notably, this study pioneers exploring the relationship between hope belief and mindful learning during digital game-based learning. The findings of this study help understand the factors that influence mindful learning in game-based creativity learning.
dc.format.extent 127 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) SITE Interactive Online 2020 Conference, Association for the Advancement of Computing in Education
dc.title (題名) The mediation effect of hope belief on mindful learning in game-based creativity learning
dc.type (資料類型) conference