IEEE EDUCON 2010 Conference 2010
DOI: 10.1109/educon.2010.5492364
|View full text |Cite
|
Sign up to set email alerts
|

Developing and evaluating a game-based project management learning platform

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
4
0

Year Published

2011
2011
2024
2024

Publication Types

Select...
3
2

Relationship

0
5

Authors

Journals

citations
Cited by 5 publications
(4 citation statements)
references
References 16 publications
0
4
0
Order By: Relevance
“…Interpersonal interaction among students creates a community in which educational value can be created by improving learning interest and efficiency. When students use the game-based learning platform intensely, the interaction with other students will cause more to join in (Wang and Tseng 2010).…”
Section: Simulation and Gamingmentioning
confidence: 98%
See 1 more Smart Citation
“…Interpersonal interaction among students creates a community in which educational value can be created by improving learning interest and efficiency. When students use the game-based learning platform intensely, the interaction with other students will cause more to join in (Wang and Tseng 2010).…”
Section: Simulation and Gamingmentioning
confidence: 98%
“…Although PROTEST employed computer pacing, decision activities occur at preset intervals rather than by event-driven or random manner and hence it lacks realism. Wang and Tseng (2010) examined what factors would determine the learner acceptance of a gamebased project management learning platform. They found that self-efficacy is significant in using online games.…”
Section: Simulation and Gamingmentioning
confidence: 99%
“…Although that a number of studies have confirmed that flow has a positive influence on attitudes, surprisingly, some studies also show a various result. The study conducted by Wang and Tseng (2010) on university students in Taiwan using a game as learning media found out that flow does not give significant influence on the attitudes toward the game. In addition, as noted by Mau et al (2008), flow does not have a direct impact on the attitudes toward the brand but it has indirect impact through the attitudes toward the game.…”
Section: Introductionmentioning
confidence: 98%
“…Gamified Academic Activity Replacement Gouveia et al 2011Digital Application of Concepts/Skills Transformation Grau et al 2012Non-Digital Analogical Activity, Application of Concepts/Skills Transformation Grecu et al 2013Non-Digital Other Transformation Guardiola et al 2011 Verzat et al (2009) Non-Digital Analogical Activity Transformation von Wangenheim et al 2012Non-Digital Analogical Activity Transformation Wang (2004) Non-Digital Analogical Activity Transformation Non-Digital Application of Concepts/Skills Transformation Wang and Zhu (2009) Digital Application of Concepts/Skills Transformation Wang and Tseng (2010) Digital Feedback-Practice Loop, Gamified Academic Activity Replacement Wu et al (2008) Digital Fictional Context Replacement Wu et al 2011Digital Gamified Academic Activity Replacement Yang et al 2012Digital Feedback-Practice Loop Amplification Ye et al 2007Digital Other Replacement Zhang et al 2013Digital Feedback-Practice Loop Amplification Zheleva et al (2002) Digital Fictional Context Transformation Zhu et al 2014Digital Gamified Academic Activity Amplification Zualkernan et al 2012Digital Application of Concepts/Skills Transformation Zuppiroli et al 2012Non-Digital Application of Concepts/Skills Replacement…”
Section: Appendix: Summary Of Findings By Paper Included Papermentioning
confidence: 99%