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

研究成果: 書貢獻/報告類型會議貢獻

原文英語
主出版物標題ICCE 2017 - 25th International Conference on Computers in Education
主出版物子標題Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings
編輯Ahmad Fauzi Mohd Ayub, Jie-Chi Yang, Wenli Chen, Su Luan Wong, Antonija Mitrovic, Lung-Hsiang Wong
發行者Asia-Pacific Society for Computers in Education
頁面35-38
頁數4
ISBN(列印)9789869401241
出版狀態已發佈 - 2017 一月 1
事件25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017 - Christchurch, 新西兰
持續時間: 2017 十二月 42017 十二月 8

出版系列

名字ICCE 2017 - 25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, Extended Summary Proceedings

其他

其他25th International Conference on Computers in Education: Technology and Innovation: Computer-Based Educational Systems for the 21st Century, ICCE 2017
國家新西兰
城市Christchurch
期間17/12/417/12/8

ASJC Scopus subject areas

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

引用此

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