Information seeking in electronic environments
Information seeking in electronic environments
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Supporting reflective web searching in elementary schools
Computers in Human Behavior
A novel approach for assisting teachers in analyzing student web-searching behaviors
Computers & Education
Virtual games in social science education
Computers & Education
Learning and motivational impacts of a multimedia science game
Computers & Education
Design guidelines for Classroom Multiplayer Presential Games (CMPG)
Computers & Education
Serious games and learning effectiveness: The case of It's a Deal!
Computers & Education
The learning effects of computer simulations in science education
Computers & Education
Opening The Door: An evaluation of the efficacy of a problem-based learning game
Computers & Education
Re-thinking physics teaching with web-based learning
Computers & Education
Gender differences in students' mathematics game playing
Computers & Education
A cloud-based learning environment for developing student reflection abilities
Computers in Human Behavior
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In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the former was used to guide the participants to search for information to answer a series of questions related to the target learning issue, while the latter was used to provide supplementary materials during the gaming process. To evaluate the performance of the proposed approach, an experiment was conducted on an elementary school natural science course. The experimental results showed that the proposed approach not only significantly promoted the flow experience, learning attitudes, learning interest and technology acceptance degree of the students, but also improved their learning achievements in the web-based problem-solving activity.