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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)
To date, online games have increasingly become the dominant form of computer games particularly for children and adolescents. From the educational point of view, online games almost possess the key features of a constructivist learning environment. In this paper we present an online game-based learning model for designing constructivist learning environment(More)
An educational online game is proposed in the paper. We then examine the impact of learners' online-game experience and their self-efficacy on learning effects. Meanwhile, the relationships among main factors, which influence the learning effects are analyzed. We found that a significant correlation between learners' online-game experience and their(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)
  • App, A W Appel, +16 authors K Wong
  • 1998
[Ayc00] P. Aycinena, " IP reuse called essential to advanced chip designs " , [Cad99] Cadence Design System, Cadence delivers industry's first tool integrating synthesis and place-and-route technologies, Timing optimazation on routed designs with incremental placement and routing characterization, " IEEE Trans.
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