Publication Date
| In 2026 | 0 |
| Since 2025 | 4 |
Descriptor
Source
| Journal of Computer Assisted… | 4 |
Author
| Gwo-Jen Hwang | 2 |
| Caiyan Liu | 1 |
| Ching-Huei Chen | 1 |
| Di Zhang | 1 |
| Jieni Zhan | 1 |
| Jingdong Zhu | 1 |
| Kun Huang | 1 |
| Minkai Wang | 1 |
| Qi-Fan Yang | 1 |
| Shao-Chen Chang | 1 |
| Shu-Fang Hsieh | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 4 |
| Reports - Research | 4 |
Education Level
| Elementary Education | 1 |
| Grade 7 | 1 |
| Higher Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
| Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Zhihui Cai; Caiyan Liu; Jieni Zhan; Zhikeng Wang; Xin Hao; Si Zhang; Xinjie Chen – Journal of Computer Assisted Learning, 2025
Background: Attention has been paid to collaboration in digital game-based learning, as it fosters interaction and student engagement, thereby enhancing learning outcomes. Previous findings about the effect of collaboration in digital game-based learning were inconsistent, and few studies have explored the underlying mechanisms, particularly…
Descriptors: Cooperative Learning, Computer Games, Game Based Learning, Learning Experience
Minkai Wang; Jingdong Zhu; Gwo-Jen Hwang; Shao-Chen Chang; Qi-Fan Yang; Di Zhang – Journal of Computer Assisted Learning, 2025
Background: STEM education aims to develop innovation and problem-solving skills through interdisciplinary learning, yet struggles to foster student engagement and interdisciplinary thinking. Whilst alternate reality games (ARGs) can boost motivation via game-based problem-solving, integrating large language models (LLMs) remains underexplored.…
Descriptors: Learner Engagement, STEM Education, Natural Language Processing, Artificial Intelligence
Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
Kun Huang; Ching-Huei Chen – Journal of Computer Assisted Learning, 2025
Background: Digital game-based learning (DGBL) has shown promise in enhancing learning and motivation, with appropriate scaffolding playing a crucial role in facilitating student inquiries and knowledge acquisition through science games. While scaffolding is generally effective in promoting learning in DGBL, there is variability among different…
Descriptors: Video Technology, Educational Technology, Artificial Intelligence, Computer Mediated Communication

Peer reviewed
Direct link
