Kuang-Chao Yu

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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)
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)
The paper constructed an online game for Creativity. The development of the game is based on the Cognitive Affective Interaction Model that was designed to help students develop the skills for divergent and creative thinking. First, we proposed a framework for designing creativity games. Then, an online game system is constructed with the strategies of(More)
http://dx.doi.org/10.1016/j.chb.2015.02.040 0747-5632/ 2015 Elsevier Ltd. All rights reserved. ⇑ Address: Department of Industrial Technology Education, National Taiwan Normal University, 162, He-ping East Road, Section 1, Taipei 106, Taiwan. Tel.: +886 2 23213664x32; fax: +886 2 23921015. E-mail addresses: sam168@ntnu.edu.tw (Y.-S. Chang), kcyu@ntnu.edu.tw(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)
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