The Learning Effectiveness of Blended and Embodied Interactive Video Game on Kindergarten Students.
Chih-Min TsaiJon-Chao HongYa-Jiuan HoPublished in: Edutainment (2009)
Keyphrases
- video games
- learning process
- young children
- learning experience
- online learning
- learning achievement
- blended learning
- undergraduate students
- secondary school
- learning styles
- high school students
- university level
- student engagement
- learning opportunities
- computer assisted instruction
- computer programming
- students learning
- mobile learning
- helping students
- game design
- higher education
- role play
- learning algorithm
- e learning
- middle school
- elementary school
- serious games
- reinforcement learning
- multimedia
- science education
- problem based learning
- learning community