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dc.contributor.authorCheng, Meng-Tzuen_US
dc.contributor.authorLin, Yu-Wenen_US
dc.contributor.authorShe, Hsiao-Chingen_US
dc.date.accessioned2015-12-02T02:59:41Z-
dc.date.available2015-12-02T02:59:41Z-
dc.date.issued2015-08-01en_US
dc.identifier.issn0360-1315en_US
dc.identifier.urihttp://dx.doi.org/10.1016/j.compedu.2015.03.007en_US
dc.identifier.urihttp://hdl.handle.net/11536/128444-
dc.description.abstractVideo games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning. Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept learning, gaming performance, and in-game behaviors. A total of 62 7th graders took part in the study, and significant findings were revealed. The students did learn by playing Virtual Age, and their long-term knowledge retention was promising. The in-game behaviors, such as times and duration of viewing the relevant information embedded in Virtual Age, were significantly related to gaming performance (game score), which subsequently influenced learning outcomes. Moreover, the results of cluster analysis indicated that three clusters of low learning outcomes/low gaming performance, high learning outcomes, and high gaming performance emerged. Overall, Virtual Age is an effective game for learning about evolution based on its sound and sophisticated design. Implications derived from the study and suggestions for future work are proposed. (C) 2015 Elsevier Ltd. All rights reserved.en_US
dc.language.isoen_USen_US
dc.subjectSecondary educationen_US
dc.subjectApplications in subject areasen_US
dc.subjectInteractive learning environmentsen_US
dc.subjectTeaching/learning strategiesen_US
dc.subjectVirtual realityen_US
dc.titleLearning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game charactersen_US
dc.typeArticleen_US
dc.identifier.doi10.1016/j.compedu.2015.03.007en_US
dc.identifier.journalCOMPUTERS & EDUCATIONen_US
dc.citation.volume86en_US
dc.citation.spage18en_US
dc.citation.epage29en_US
dc.contributor.department教育研究所zh_TW
dc.contributor.departmentInstitute of Educationen_US
dc.identifier.wosnumberWOS:000363068500002en_US
dc.citation.woscount0en_US
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