摘要

The development of network games has opened up a brand new era of digital learning and has also inspired another kind of educational model. Context learning with games not only achieves the objectives of education, but also makes learning as fun as playing games. If learners can learn through playing games, the model of traditional learning can become more vivid and interesting. By promoting educational games, we can bring about an evolution of the model of educational activities. The purpose of this study is to figure out the impacts of "concentration," "sense of control," and "sense of immersion" on junior high school students by investigating the acceptance level of t network educational games on the "Educational Portal of Taipei City-Flying Sky Interaction Learning Campus" in Taipei City. This study also considers three background variations, including "gender," "grade," and "urban or rural" respectively. The results show that the acceptance level of the educational game websites is generally above average. Wealso find that the students in higher grades have greater self-control when it comes to the "sense of immersion." Therefore, we can adopt a new type of learning model in the future via the improvement of the content and interface of educational games.

  • 出版日期2013