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Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
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Lu, Yu-Ling; Lien, Chi-Jui – Journal of Educational Computing Research, 2020
As game-based learning continues to draw attention, students' perceptions toward classroom activities are vital in influencing the quality of learning. This study used the social cognitive theory to show the perception traits of learning and playing in game-based environments and for students to identify their self-efficacy toward game-based…
Descriptors: Game Based Learning, Self Efficacy, Student Attitudes, Personality Traits
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
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Liu, Kuo-Yu – International Journal of Distance Education Technologies, 2015
This study aimed at developing a Multiplayer Online Role Playing Game-based (MORPG) Learning system which enabled instructors to construct a game scenario and manage sharable and reusable learning content for multiple courses. It used the curriculum of "Introduction to Computer Science" as a study case to assess students' learning…
Descriptors: Case Studies, Computer Science Education, Computer Networks, Usability
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Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong – Interactive Learning Environments, 2015
Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…
Descriptors: Foreign Countries, Concept Mapping, Educational Games, Computer Games
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Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
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Lu, Fang-Chen; Chang, Ben – Educational Technology & Society, 2016
With the advantages of an engaged and authentic role-play game (RPG), this study aims to develop an RPG-enhanced English for specific purposes (ESP) vocabulary-acquisition framework, providing teachers and students a systematic way to incorporate RPG into ESP learning. The framework is composed of five parts: goal, three-level vocabulary sets, RPG…
Descriptors: Role Playing, Educational Games, English for Special Purposes, Second Language Learning
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Lu, Chris; Chang, Maiga; Kinshuk; Huang, Echo; Chen, Ching-Wen – Educational Technology & Society, 2014
The research presented in this paper is part of a 5-year renewable national research program in Canada, namely the NSERC/iCORE/Xerox/Markin research chair program that aims to explore possibilities of adaptive mobile learning and to provide learners with a learning environment which facilitates personalized learning at any time and any place. One…
Descriptors: Foreign Countries, Educational Games, Role Playing, Electronic Learning
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Chen, Ming-Puu; Wong, Yu-Ting; Wang, Li-Chun – Educational Technology Research and Development, 2014
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two types of exploratory strategies-RPG exploratory with worked-example and RPG exploratory without…
Descriptors: Middle School Students, Chemistry, Scientific Concepts, Mathematical Formulas
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Hou, Huei-Tse – British Journal of Educational Technology, 2013
Many researchers have studied the effects of game-based learning (GBL) (eg, Annetta, Minogu, Holmes & Cheng, 2009; Kiili, 2007). However, empirical process analyses of long-term applications of GBL in a school setting are much less common. A process analysis of GBL in a school setting allows us to better understand the role of games in…
Descriptors: Prior Learning, Gender Differences, Longitudinal Studies, Case Studies
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Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games
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Lee, Yu-Yuan – Journal of Educational Technology, 2008
This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning…
Descriptors: Second Language Learning, Metacognition, Learning Strategies, Role Playing