Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Behavior Patterns | 5 |
Foreign Countries | 5 |
Game Based Learning | 5 |
Computer Games | 3 |
Cooperative Learning | 3 |
Educational Games | 3 |
Cognitive Processes | 2 |
College Students | 2 |
Concept Mapping | 2 |
Electronic Learning | 2 |
Elementary School Students | 2 |
More ▼ |
Author
Hou, Huei-Tse | 2 |
Chang, Kuo-En | 1 |
Chiou, Guo-Li | 1 |
Chou, Yi-Shiuan | 1 |
Chu, Hui-Chun | 1 |
Feng, Xuanqi | 1 |
Hsu, Chung-Yuan | 1 |
Keng, Su-Han | 1 |
Su, Chien-Lun | 1 |
Tsai, Meng-Jung | 1 |
Wang, Chun-Chieh | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Elementary Education | 3 |
Middle Schools | 3 |
Secondary Education | 3 |
High Schools | 2 |
Higher Education | 2 |
Junior High Schools | 2 |
Postsecondary Education | 2 |
Grade 5 | 1 |
Grade 8 | 1 |
Intermediate Grades | 1 |
Audience
Location
Taiwan | 3 |
China | 1 |
Taiwan (Taipei) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
Hsu, Chung-Yuan; Chiou, Guo-Li; Tsai, Meng-Jung – Interactive Learning Environments, 2019
This study was to investigate the role of students' game self-efficacy in their game performance as well as in their visual behavior distributions and transfer patterns during their gameplay. A total of 48 university students were recruited for participating in a gameplaying task while wearing with an ASL Mobile Eye eye-tracker. After the…
Descriptors: Game Based Learning, Self Efficacy, Eye Movements, Attention
Feng, Xuanqi; Yamada, Masanori – Educational Technology & Society, 2021
It is challenging to utilize learning analytic technologies to examine gameplay log data for game-embedded assessment in the field of game-based learning. Analytical approaches based on a new perspective focusing on complicated contextual data are imperative in the current scenario. A relatively new concept called precision education, which…
Descriptors: Learning Analytics, Behavior Patterns, Informal Education, Game Based Learning
Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning