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How does ubiquitous game-based system influence students ’ learning motivation
| Content Provider | Semantic Scholar |
|---|---|
| Author | Liu, Tsung-Yu |
| Copyright Year | 2014 |
| Abstract | This study investigated how ubiquitous game-based system influence learning motivation for junior high school students. The English course was conducted on a campus by using a ubiquitous learning system called the Handheld English Language Learning Organization (HELLO). Two group students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. During the experiment, a survey, and interviews were conducted for the students. The evaluation results of the learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning motivation than using non-gaming method. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://www.iiis.org/CDs2014/CD2014SCI/SCI_2014/PapersPdf/SA736UN.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |