A Study of Application of Contest Digital Educational Game in After-Class Teaching
碩士 === 吳鳳科技大學 === 應用數位媒體研究所 === 106 === This study uses a competitive digital education game, PaGamO, as a platform for after-school assisted learning to study its impact on student learning outcomes and flow experiences. The experiment subjects were seventh grade students selected from a middle sch...
Main Authors: | , |
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Other Authors: | |
Format: | Others |
Language: | zh-TW |
Published: |
2018
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Online Access: | http://ndltd.ncl.edu.tw/handle/837adc |