The implementation and evaluation of educational online gaming system

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

3 Citations (Scopus)

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 languageEnglish
Title of host publicationITRE 2005 - 3rd International Conference on Information Technology: Research and Education - Proceedings
Pages338-342
Number of pages5
Volume2005
Publication statusPublished - 2005
EventITRE 2005 - 3rd International Conference on Information Technology: Research and Education - Hsinchu, Taiwan
Duration: 2005 Jun 272005 Jun 30

Other

OtherITRE 2005 - 3rd International Conference on Information Technology: Research and Education
CountryTaiwan
CityHsinchu
Period05/6/2705/6/30

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Keywords

  • Educational online game
  • Learning effects
  • Self-efficacy

ASJC Scopus subject areas

  • Engineering(all)

Cite this

Yu, K. C., Hsiao, H. S., & Tsai, F. H. (2005). The implementation and evaluation of educational online gaming system. In ITRE 2005 - 3rd International Conference on Information Technology: Research and Education - Proceedings (Vol. 2005, pp. 338-342). [1503137]