Exploring the relationship between gameplay self-efficacy and anxiety when playing the puzzle game

Jon Chao Hong, Ming Yueh Hwang, Kai Hsin Tai

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Original languageEnglish
Title of host publicationICCE 2017 - 25th International Conference on Computers in Education
Subtitle of host publicationTechnology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings
EditorsAhmad Fauzi Mohd Ayub, Jie-Chi Yang, Wenli Chen, Su Luan Wong, Antonija Mitrovic, Lung-Hsiang Wong
PublisherAsia-Pacific Society for Computers in Education
Pages35-38
Number of pages4
ISBN (Print)9789869401241
Publication statusPublished - 2017 Jan 1
Event25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017 - Christchurch, New Zealand
Duration: 2017 Dec 42017 Dec 8

Other

Other25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017
CountryNew Zealand
CityChristchurch
Period17/12/417/12/8

Fingerprint

self-efficacy
anxiety

ASJC Scopus subject areas

  • Computer Science (miscellaneous)
  • Computer Science Applications
  • Education

Cite this

Hong, J. C., Hwang, M. Y., & Tai, K. H. (2017). Exploring the relationship between gameplay self-efficacy and anxiety when playing the puzzle game. In A. F. Mohd Ayub, J-C. Yang, W. Chen, S. L. Wong, A. Mitrovic, & L-H. Wong (Eds.), ICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings (pp. 35-38). Asia-Pacific Society for Computers in Education.

Exploring the relationship between gameplay self-efficacy and anxiety when playing the puzzle game. / Hong, Jon Chao; Hwang, Ming Yueh; Tai, Kai Hsin.

ICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings. ed. / Ahmad Fauzi Mohd Ayub; Jie-Chi Yang; Wenli Chen; Su Luan Wong; Antonija Mitrovic; Lung-Hsiang Wong. Asia-Pacific Society for Computers in Education, 2017. p. 35-38.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Hong, JC, Hwang, MY & Tai, KH 2017, Exploring the relationship between gameplay self-efficacy and anxiety when playing the puzzle game. in AF Mohd Ayub, J-C Yang, W Chen, SL Wong, A Mitrovic & L-H Wong (eds), ICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings. Asia-Pacific Society for Computers in Education, pp. 35-38, 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017, Christchurch, New Zealand, 17/12/4.
Hong JC, Hwang MY, Tai KH. Exploring the relationship between gameplay self-efficacy and anxiety when playing the puzzle game. In Mohd Ayub AF, Yang J-C, Chen W, Wong SL, Mitrovic A, Wong L-H, editors, ICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings. Asia-Pacific Society for Computers in Education. 2017. p. 35-38
Hong, Jon Chao ; Hwang, Ming Yueh ; Tai, Kai Hsin. / Exploring the relationship between gameplay self-efficacy and anxiety when playing the puzzle game. ICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings. editor / Ahmad Fauzi Mohd Ayub ; Jie-Chi Yang ; Wenli Chen ; Su Luan Wong ; Antonija Mitrovic ; Lung-Hsiang Wong. Asia-Pacific Society for Computers in Education, 2017. pp. 35-38
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