A comparative study of the learning effectiveness of a blended and embodied interactive video game for kindergarten students.
Jon-Chao HongChih-Min TsaiYa-Jiuan HoMing-Yueh HwangChing-Ji WuPublished in: Interact. Learn. Environ. (2013)
Keyphrases
- video games
- learning process
- learning experience
- young children
- online learning
- blended learning
- helping students
- mobile learning
- learning achievement
- undergraduate students
- higher education
- students learning
- learning outcomes
- student engagement
- computer assisted instruction
- computer programming
- learning algorithm
- middle school
- learning opportunities
- role play
- middle school students
- secondary school
- university level
- elementary school
- playing games
- hybrid learning
- student learning
- e learning
- learning scenarios
- science education
- learning community
- game design
- serious games
- primary school
- design principles
- control group
- high school
- cognitive skills
- learning activities
- learning environment
- communication skills
- reinforcement learning
- teaching materials