In Taiwan, the 12-year compulsory education was implemented in 2019. The nature curriculum emphasizing the importance of students' self-learning and problem-solving skills. This study applied an "insect breeding game" to understand the relationship of students' participation in self-efficacy, help-seeking behavior, and intention of continue participation in the game. In this study, 206 students of the 4th grade primary students participated. This study adopted a method of questionnaire survey, Through a valid and reliable questionnaire (Cronbach’s α=0.879), Path analysis of data from 206 effective responses was performed using SPSS (version 22) and structural equation modeling-AMOS (version 21). The conclusions were: 1. the game’s self-efficacy of student was significantly positively correlated with instrumental help-seeking behavior. 2. There was no significant correlation between game’s self-efficacy and executive help-seeking behavior. 3. Instrumental help-seeking behavior was significantly positively correlated with the intention of continue participation. 4. Executive help-seeking behavior was significantly positively correlated with the intention of continue participation. The suggestions of this study enabled educators to focus on the self-efficacy of students' participation in game-based-eLearning and encouraged students' help-seeking behaviors to enhance their intention to continue participate in game-based-eLearning on future.
|頁（從 - 到）||367-371|
|期刊||International Journal of Information and Education Technology|
|出版狀態||已發佈 - 2020 五月|
ASJC Scopus subject areas
- Computer Science Applications