Publication Date
In 2025 | 1 |
Since 2024 | 1 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 4 |
Descriptor
Source
Journal of Educational… | 4 |
Author
Cheng, Kun-Hung | 1 |
Foster, Aroutis N. | 1 |
Hsing-Ying Tu | 1 |
Hsu, Ying-Tai | 1 |
Lee, Silvia Wen-Yu | 1 |
Lien, Chi-Jui | 1 |
Lu, Yu-Ling | 1 |
Silvia Wen-Yu Lee | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Education Level
Elementary Education | 4 |
Grade 6 | 3 |
Grade 5 | 2 |
Intermediate Grades | 2 |
Middle Schools | 2 |
Elementary Secondary Education | 1 |
Grade 4 | 1 |
Audience
Location
Taiwan | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cheng, Kun-Hung; Lee, Silvia Wen-Yu; Hsu, Ying-Tai – Journal of Educational Computing Research, 2023
Research has addressed the benefits of immersive virtual reality (IVR) for affective learning rather than cognitive performance, indicating the necessity to explore what factors may influence learners' attitudinal learning, defined as the result of instruction for changing learners' attitudes, when engaging in immersive instructional mediums. This…
Descriptors: Elementary School Students, Student Interests, Personality Traits, Student Attitudes
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
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
Foster, Aroutis N. – Journal of Educational Computing Research, 2011
Researchers question how and what students learn from commercial digital games. Using a concurrent mixed-methods approach, this study examined 30 students' construction of knowledge and skills while playing a commercial off-the-shelf game for 7 weeks. Quantitative data included students' background survey and pre- and post-assessments for…
Descriptors: Elementary School Students, Social Studies, Educational Games, Learning Processes