Applying an escape room game in synchronous online learning activity: A preliminary analysis of learners' learning achievement, flow and technology acceptance.
Cheng-Tai LiChai-Ping WangHuei-Tse HouPublished in: IIAI-AAI (2022)
Keyphrases
- learning activities
- learning achievement
- video games
- learning environment
- learning processes
- learning process
- learning objects
- learning outcomes
- e learning
- collaborative learning
- mobile learning
- learning scenarios
- mobile devices
- learning styles
- online learning
- game play
- learning experience
- learning companion
- databases
- game based learning
- educational games
- learning content
- serious games
- control group
- game design
- computer games
- instructional strategies
- mobile technologies
- perceived usefulness
- learning resources
- virtual world