An Application of Game-based e-learning Material for Computer Assisted Instruction--A Case Study on Factor Unit Course of Fifth-grade Curriculum

碩士 === 立德大學 === 資訊傳播研究所 === 96 === Recently our government actively promotes “National digital learning plan”. The main purpose is to promote our country to be an advanced country in learning technology all over the world, in order to help people be able to learn everywhere and anytime. Hence, the i...

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Bibliographic Details
Main Authors: Liang-Chieh Hsueh, 薛良杰
Other Authors: Hua Chen
Format: Others
Language:zh-TW
Published: 2008
Online Access:http://ndltd.ncl.edu.tw/handle/43037117770221125101
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Summary:碩士 === 立德大學 === 資訊傳播研究所 === 96 === Recently our government actively promotes “National digital learning plan”. The main purpose is to promote our country to be an advanced country in learning technology all over the world, in order to help people be able to learn everywhere and anytime. Hence, the industries and educational institutes invest huge manpower in planning digital learning programs for organizations. Following the plan “challenging 2008: Main programs of national development”, lots of teaching platforms have been set up gradually. It will enhance the function of knowledge share, spreading and management and improve the competition ability of our country by digital learning programs. This research utilized the interactive math games and developed a set of wholly computer-assisted teaching materials involving ADDIE Model and following the standard of SCORM. It helps students to learn actively and self-directed on flexible courses. We found when we give students enough time to involve in learning strategies and instant feedback, they can learn better and achieve their zones of proximal development. Because of the insufficiency of the math courses in elementary school, most students are difficult to catch up the leaning schedules. Therefore, it is important to develop self-directed e-leaning materials in order to provide efficient help for the low-grade students.