Publications-Proceedings
Article View/Open
Publication Export
-
Google ScholarTM
NCCU Library
Citation Infomation
Related Publications in TAIR
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