Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Foreign Countries | 3 |
| Game Based Learning | 3 |
| Gamification | 3 |
| Computer Games | 2 |
| Vocabulary Development | 2 |
| Anxiety | 1 |
| Computer Simulation | 1 |
| Educational Games | 1 |
| English (Second Language) | 1 |
| Grade 5 | 1 |
| Instructional Materials | 1 |
| More ▼ | |
Author
| Chien-Liang Lin | 1 |
| Chun-Yen Tsai | 1 |
| Fu-Pei Hsieh | 1 |
| Max Yue-Feng Wang | 1 |
| Mei-Hua Hsu | 1 |
| Min-Hsiung Chuang | 1 |
| Siao-Cing Lai | 1 |
| Wen-Min Hsieh | 1 |
| Wing-Kwong Wong | 1 |
| Yi-Chun Hong | 1 |
| Yi-Fan Wang | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 3 |
| Tests/Questionnaires | 1 |
Education Level
| Higher Education | 2 |
| Postsecondary Education | 2 |
| Elementary Education | 1 |
| Grade 5 | 1 |
| Intermediate Grades | 1 |
| Middle Schools | 1 |
Audience
Location
| Taiwan | 3 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction

Peer reviewed
Direct link
