Effect of Game-based Learning using Live Streaming on Learners' Interest, Immersion, Satisfaction, and Instructors' Perception.
Woo-Hyun LeeHan-Moi ShimHyung-Gi KimPublished in: Int. J. Serious Games (2022)
Keyphrases
- game based learning
- learning outcomes
- learning environment
- virtual world
- live streaming
- learning process
- learning processes
- digital game based learning
- learning experience
- educational games
- game based learning environment
- game design
- hong kong
- virtual environment
- video games
- collaborative learning
- mobile learning
- e learning
- peer assessment
- digital games
- learning systems
- game playing
- user satisfaction
- serious games
- technology enhanced learning
- case study
- multimedia
- elementary school students
- streaming video
- limited bandwidth
- peer to peer
- learning styles
- learning activities