Abstract
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 self-efficacy is revealed. Path analysis indicates that the learning performance is only directly influenced by learners' academic achievement and learning time. Learners' online game experience only affects learning performance indirectly through learning time. The online game-based learning system in this study is worthy to be popularized since it can attract more learners' attention.
Original language | English |
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Title of host publication | ITRE 2005 - 3rd International Conference on Information Technology: Research and Education - Proceedings |
Pages | 338-342 |
Number of pages | 5 |
Volume | 2005 |
Publication status | Published - 2005 |
Event | ITRE 2005 - 3rd International Conference on Information Technology: Research and Education - Hsinchu, Taiwan Duration: 2005 Jun 27 → 2005 Jun 30 |
Other
Other | ITRE 2005 - 3rd International Conference on Information Technology: Research and Education |
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Country | Taiwan |
City | Hsinchu |
Period | 2005/06/27 → 2005/06/30 |
Keywords
- Educational online game
- Learning effects
- Self-efficacy
ASJC Scopus subject areas
- Engineering(all)