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Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction

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