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題名 The games in e learning improve the performance
作者 Fu, Fong-Ling;Yu, Sheng-Chin
傅豐玲;游聖瑾
貢獻者 資管系
關鍵詞 (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
日期 2006
上傳時間 21-七月-2015 15:05:26 (UTC+8)
摘要 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.
關聯 7th International Conference on Information Technology Based Higher Education and Training, ITHET, 論文編號 4141702, Pages 732-738
資料類型 conference
DOI http://dx.doi.org/10.1109/ITHET.2006.339693
dc.contributor 資管系
dc.creator (作者) Fu, Fong-Ling;Yu, Sheng-Chin
dc.creator (作者) 傅豐玲;游聖瑾zh_TW
dc.date (日期) 2006
dc.date.accessioned 21-七月-2015 15:05:26 (UTC+8)-
dc.date.available 21-七月-2015 15:05:26 (UTC+8)-
dc.date.issued (上傳時間) 21-七月-2015 15:05:26 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/76732-
dc.description.abstract (摘要) 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.
dc.format.extent 176 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) 7th International Conference on Information Technology Based Higher Education and Training, ITHET, 論文編號 4141702, Pages 732-738
dc.subject (關鍵詞) (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
dc.title (題名) The games in e learning improve the performance
dc.type (資料類型) conferenceen
dc.identifier.doi (DOI) 10.1109/ITHET.2006.339693
dc.doi.uri (DOI) http://dx.doi.org/10.1109/ITHET.2006.339693