Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/73983
DC FieldValueLanguage
dc.contributor資訊管理學系
dc.creatorFu, Fong-Ling;Su, Rong-Chang;Yu, Sheng-Chin
dc.creator傅豐玲zh_TW
dc.date2009-01
dc.date.accessioned2015-03-24T08:34:24Z-
dc.date.available2015-03-24T08:34:24Z-
dc.date.issued2015-03-24T08:34:24Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/73983-
dc.description.abstractIn an effective e-learning game, the learner’s enjoyment acts as a catalyst to encourage his/her learning initiative. Therefore, the availability of a scale that effectively measures the enjoyment offered by e-learning games assist the game designer to understanding the strength and flaw of the game efficiently from the learner’s points of view. E-learning games are aimed at the achievement of learning objectives via the creation of a flow effect. Thus, this study is based on Sweetser’s & Wyeth’s framework to develop a more rigorous scale that assesses user enjoyment of e-learning games. The scale developed in the present study consists of eight dimensions: Immersion, social interaction, challenge, goal clarity, feedback, concentration, control, and knowledge improvement. Four learning games employed in a university’s online learning course “Introduction to Software Application” were used as the instruments of scale verification. Survey questionnaires were distributed to students taking the course and 166 valid samples were subsequently collected. The results showed that the validity and reliability of the scale, EGameFlow, were satisfactory. Thus, the measurement is an effective tool for evaluating the level of enjoyment provided by e-learning games to their users.
dc.format.extent1668307 bytes-
dc.format.mimetypeapplication/pdf-
dc.relationComputers & Education, 52(1), 101-112
dc.subjectMedia in education; Interactive learning environments; Teaching/learning strategy; Application in applications in subject areas; Distance education and telelearning
dc.titleEGameFlow: A scale to measure learners` enjoyment of e-learning games
dc.typearticleen
dc.identifier.doi10.1016/j.compedu.2008.07.004en_US
dc.doi.urihttp://dx.doi.org/10.1016/j.compedu.2008.07.004 en_US
item.cerifentitytypePublications-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.grantfulltextrestricted-
item.fulltextWith Fulltext-
item.openairetypearticle-
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