教師著作
Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31267
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Item A Pilot Study of Comparing the Effectiveness in Game-based and Web-based Learning. Workshop on Fun and Learning: Should Educational Games and Toys be Serious?(2007/11/5-8) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.Item Designing Constructivist Learning Environment in Online Game.(2007/3/26-28) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.To date, online games have increasingly become the dominant form of computer games particularly for children and adolescents. From the educational point of view, online games almost possess the key features of a constructivist learning environment. In this paper we present an online game-based learning model for designing constructivist learning environment and propose an instance to illustrate how to implement it.Item Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning.(2012-01-01) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students’ knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and Huberman’s (1994) suggested procedure to analyze qualitative data and find the patterns across cases. Based on the analysis of the case-ordered predictor-outcome matrix and diverse evidence including qualitative and quantitative data, a casual map and a decision tree were constructed to explain why differences in the effectiveness of knowledge acquisition existed among the study participants. It was found that many factors interactively influence students’ effectiveness of knowledge acquisition in DGBL. Students’ learning motivation, learning ability, and playing skill could be key factors that collectively influence the effectiveness of knowledge acquisition in DGBL. Also, students’ learning motivation, learning ability, and playing skill were affected by their playing motivation, prior knowledge, as well as online game experience respectively. The results of this study may help teachers consider how effectively utilizing an educational game for enhancing students’ learning effectiveness in DGBL.Item Designing constructivist learning environment in online game(2007-03-28) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.To date, online games have increasingly become the dominant form of computer games particularly for children and adolescents. From the educational point of view, online games almost possess the key features of a constructivist learning environment. In this paper we present an online game-based learning model for designing constructivist learning environment and propose an instance to illustrate how to implement itItem The implementation and evaluation of educational online gaming system(2005-06-30) Yu, K. C.; Hsiao, H. S.; Tsai, F. H.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.Item The effect of computer network on education(2002-01-01) Yu, K. C.; Chang, M. H.; Tsai, F. H.