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Cheng, Meng-Tzu; Lin, Yu-Wen; She, Hsiao-Ching; Kuo, Po-Chih – British Journal of Educational Technology, 2017
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify…
Descriptors: Multivariate Analysis, Grade 7, Quasiexperimental Design, Research Design
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Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Cheng, Meng-Tzu – ProQuest LLC, 2009
In response to the solicitation of the National Institute on Drug Use (NIDA) (NIDA, 2006) for the "Development of a Virtual Reality Environment for Teaching about the Impact of Drug Abuse on the Brain," a virtual brain exhibit was developed by the joint venture of Entertainment Science, Inc. and Virtual Heroes, Inc.. This exhibit included a…
Descriptors: Middle School Students, Student Attitudes, Video Games, Negative Attitudes