Please use this identifier to cite or link to this item: https://ah.lib.nccu.edu.tw/handle/140.119/74614
DC FieldValueLanguage
dc.contributor資管系
dc.creator傅豐玲zh_TW
dc.creatorYu, Sheng-Chin;Fu, Fong-Ling;Su, Chiu Hung
dc.date2009-08
dc.date.accessioned2015-04-16T07:58:19Z-
dc.date.available2015-04-16T07:58:19Z-
dc.date.issued2015-04-16T07:58:19Z-
dc.identifier.urihttp://nccur.lib.nccu.edu.tw/handle/140.119/74614-
dc.description.abstractWe believe that an effective e-learning game can encourage the learners’ enjoyment and catalyst their learning initiative, so as to cumulate their learning experience, and to improve their knowledge. However, challenges remain in terms of what tasks included and arranged in a “complexity” game design for the knowledge level enhancement. Thus, this study presents the design guidelines based on the Freitas and Oliver four dimensions game-design evaluation framework and stressed the Bloom six levels of knowledge within the cognitive domain to interpret game tasks arrangement. These guidelines was applied to design a e-learning games VIEW (Virtual Investment Education World) which includes the investment tasks of virtual stock market, financial news, investment course, forum, and so on. By employed financial textbooks, the VIEW knowledge pool was built. In order to increase the complexity of the game, the embedded levels of knowledge were testified by some faculty iteratively.
dc.format.extent237853 bytes-
dc.format.mimetypeapplication/pdf-
dc.relationHybrid Learning and Education Lecture Notes in Computer Science,5685,35-44
dc.subjectWeb-based game; educational game design; Knowledge level
dc.titleEGameDesign: Guidelines for Enjoyment and Knowledge Enhancement
dc.typearticleen
item.cerifentitytypePublications-
item.fulltextWith Fulltext-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.grantfulltextrestricted-
item.openairetypearticle-
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