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題名 Designing serious games to enhance political efficacy and critical thinking disposition for college students: The case of Taiwan
作者 Yi, Huang Ling
黃齡儀
貢獻者 資科系
關鍵詞 Critical thinking; Entertainment-education; Interactive narrative; Political efficacy; Serious games; Human computer interaction; Social networking (online); User interfaces; Virtual reality; Students
日期 2011
上傳時間 8-Oct-2015 17:49:04 (UTC+8)
摘要 The purposes of this study were to develop a serious game which integrated interactive narratives, entertainment-education and argument reconstruction and further, to examine its effects on enhancing political efficacy and critical thinking dispositions for college students in Taiwan. The employed elements for entertainment-education were emotions, empathy, examples, self-efficacy, enhancement, quality, correctness, completeness, consistency, how compelling it is, clarity, cultural appropriateness and accountability. Sixty-two college students all over Taiwan participated in this study and were asked to play the game. The analytical results of Repeated Measure Analysis of Variance and content analysis suggest that the serious game is an effective tool for improving college students` critical thinking disposition toward the issue. However, political efficacy was not significantly enhanced. According to the interviewees who scores badly on the gaming performance, source credibility and interpersonal influence should be considered for future design. © 2011 IEEE.
關聯 Proceedings - 2011 3rd International Conferenceon Games and Virtual Worlds for Serious Applications, VS-Games 2011
資料類型 conference
DOI http://dx.doi.org/10.1109/VS-GAMES.2011.29
dc.contributor 資科系
dc.creator (作者) Yi, Huang Ling
dc.creator (作者) 黃齡儀zh_TW
dc.date (日期) 2011
dc.date.accessioned 8-Oct-2015 17:49:04 (UTC+8)-
dc.date.available 8-Oct-2015 17:49:04 (UTC+8)-
dc.date.issued (上傳時間) 8-Oct-2015 17:49:04 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/78907-
dc.description.abstract (摘要) The purposes of this study were to develop a serious game which integrated interactive narratives, entertainment-education and argument reconstruction and further, to examine its effects on enhancing political efficacy and critical thinking dispositions for college students in Taiwan. The employed elements for entertainment-education were emotions, empathy, examples, self-efficacy, enhancement, quality, correctness, completeness, consistency, how compelling it is, clarity, cultural appropriateness and accountability. Sixty-two college students all over Taiwan participated in this study and were asked to play the game. The analytical results of Repeated Measure Analysis of Variance and content analysis suggest that the serious game is an effective tool for improving college students` critical thinking disposition toward the issue. However, political efficacy was not significantly enhanced. According to the interviewees who scores badly on the gaming performance, source credibility and interpersonal influence should be considered for future design. © 2011 IEEE.
dc.format.extent 176 bytes-
dc.format.mimetype text/html-
dc.relation (關聯) Proceedings - 2011 3rd International Conferenceon Games and Virtual Worlds for Serious Applications, VS-Games 2011
dc.subject (關鍵詞) Critical thinking; Entertainment-education; Interactive narrative; Political efficacy; Serious games; Human computer interaction; Social networking (online); User interfaces; Virtual reality; Students
dc.title (題名) Designing serious games to enhance political efficacy and critical thinking disposition for college students: The case of Taiwan
dc.type (資料類型) conferenceen
dc.identifier.doi (DOI) 10.1109/VS-GAMES.2011.29
dc.doi.uri (DOI) http://dx.doi.org/10.1109/VS-GAMES.2011.29