Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 6 |
Descriptor
Computer Games | 6 |
Difficulty Level | 4 |
Foreign Countries | 4 |
Chinese | 3 |
Cognitive Processes | 3 |
Competition | 3 |
Factor Analysis | 3 |
Structural Equation Models | 3 |
Student Attitudes | 3 |
Anxiety | 2 |
Computer Uses in Education | 2 |
More ▼ |
Source
Computers & Education | 2 |
Computer Assisted Language… | 1 |
International Journal of… | 1 |
Journal of Educational… | 1 |
Turkish Online Journal of… | 1 |
Author
Hong, Jon-Chao | 6 |
Hwang, Ming-Yueh | 6 |
Lin, Pei-Hsin | 3 |
Tai, Kai-Hsin | 3 |
Chen, Yu-Ju | 2 |
Cheng, Hao-Yueh | 2 |
Hsu, Tsui-Fang | 1 |
Huang, Yao-Tien | 1 |
Lee, Chih-Chin | 1 |
Lin, Pei-Chun | 1 |
Peng, Yu-Chi | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Education Level
Elementary Education | 4 |
Junior High Schools | 2 |
Middle Schools | 2 |
Secondary Education | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 6 | 1 |
Grade 8 | 1 |
High Schools | 1 |
Primary Education | 1 |
Audience
Location
Taiwan | 3 |
Taiwan (Taipei) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hong, Jon-Chao; Hwang, Ming-Yueh; Tsai, Chi-Ruei; Tai, Kai-Hsin; Wu, Yu-Feng – International Journal of Science and Mathematics Education, 2020
According to social dilemma theory, students may be characterized as being indifferent to reciprocal behavior and disengaged from interacting with the board gaming process. Given a common goal, students' prosociality can affect the collective efficacy and goal achievement motivation that reflects their flow experience in a cooperative-competitive…
Descriptors: Prosocial Behavior, Goal Orientation, Structural Equation Models, Computer Games
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin; Lin, Pei-Chun – Journal of Educational Computing Research, 2020
When learning to write Chinese characters, it is essential for students to learn and maintain the correct order of the strokes. Chinese teachers often use computer-supported drill and practice to develop students' ability to write in the correct order, but such devices are rarely designed to stimulate learners' memory-manipulation in cognitive…
Descriptors: Chinese, Orthographic Symbols, Cognitive Processes, Difficulty Level
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Tsui-Fang; Chen, Yu-Ju – Turkish Online Journal of Educational Technology - TOJET, 2012
In this modern and technologically dependent society, people seek to improve human performance, get higher productivity and increase user satisfaction with technologies. In Chinese society, Chinese Idiom learning plays an important role in vocabulary learning which cultural and social functions are involved. Therefore, an online game named…
Descriptors: Foreign Countries, Computer Games, Least Squares Statistics, Vocabulary Development