The relation between students' anxiety and interest in playing an online game.
Ming-Yueh HwangJon-Chao HongTsui-Fang HsuYu-Ju ChenPublished in: IGIC (2011)
Keyphrases
- online game
- game based learning
- multi player
- learning environment
- computer games
- learning outcomes
- educational games
- learning experience
- online gaming
- role playing game
- student learning
- distance learning
- learning process
- virtual communities
- high school
- intrinsic motivation
- mobile learning
- statistically significant
- learning styles
- learning activities
- game playing
- high school students
- video games
- college students
- hong kong
- intelligent tutoring systems
- higher education
- e learning
- online communities
- learning analytics
- machine learning
- social interaction
- social networks