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This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about 11-12 years(More)
Problem solving is one of the most important skills in learning and in professional careers. This study explored studentspsila self-efficacy in an educational game context. A four-stage framework of problem-solving was used in this study. One hundred and nineteen students participated in the study. A questionnaire for assessing studentspsila self-efficacy(More)
This study adopts the Keller's ARCS (Attention, Relevance, Confidence, and Satisfaction) motivational design framework to develop instructional strategies to integrate educational game learning into formal classroom settings. The experimental instruction lasts 8 weeks and there are 103 students in 6 th grader involved. From the result of students' opinions,(More)
This article presents a novel researched method for investigating the cognitive processes of children. This study designed an activity to observe characteristics of cognitive process. In the activity, children were asked to engage in thinking and using scientific concept to draw as many as possible optical paths between the laser gun and target. There were(More)
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