Literaturnachweis - Detailanzeige
Autor/in | Liu, I-Fan |
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Titel | The Study of Intention to Learn in Game-Based Learning with a Smartphone |
Quelle | In: International Journal of Distance Education Technologies, 18 (2020) 3, S.25-41, Artikel 2 (17 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1539-3100 |
DOI | 10.4018/IJDET.2020070102 |
Schlagwörter | Game 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 |
Abstract | Fun 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). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |