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Autor/inLiu, I-Fan
TitelThe Study of Intention to Learn in Game-Based Learning with a Smartphone
QuelleIn: International Journal of Distance Education Technologies, 18 (2020) 3, S.25-41, Artikel 2 (17 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1539-3100
DOI10.4018/IJDET.2020070102
SchlagwörterGame Based Learning; Handheld Devices; Intention; Educational Games; Computer Games; College Students; Learning Activities; Foreign Countries; Student Attitudes; English (Second Language); Second Language Learning; Mythology; Taiwan
AbstractFun games can generate a flow experience for players, and further increase their willingness to continue gameplay. However, an important issue that has long concerned educators and game developers is how to incorporate learning subjects into games and achieve the goal of learning through play. This study designed an English blockade-running game based on Greek and Roman mythology, and proposed a research model to predict future willingness of learners to use game-based learning with smartphones after flow experience. A total of 376 college students participated in this study. Data analysis revealed that the model achieved a good fit, and most hypotheses were supported. Finally, this study will further discuss and explain these phenomena in the educational setting, and also make suggestions for future development. (As Provided).
AnmerkungenIGI Global. 701 East Chocolate Avenue, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; Fax: 717-533-7115; e-mail: journals@igi-global.com; Web site: https://www.igi-global.com/journals/
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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