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This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and Huberman's (1994)(More)
In this paper we present the Experiment Dashboard monitoring system, which is currently in use by four Large Hadron Collider (LHC)[1] experiments. The goal of the Experiment Dashboard is to monitor the activities of the LHC experiments on the distributed infrastructure, providing monitoring data from the virtual organization (VO) and user perspectives. The(More)
This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same game, but(More)