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Designing a Role-Play Game for Learning Taiwan History and Geography.

, , , and . DIGITEL, page 54-60. IEEE, (2010)

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The Integration of Concept Mapping in a Dynamic Assessment Model for Teaching and Learning Accounting., , and . J. Educ. Technol. Soc., 17 (1): 141-153 (2014)An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness., , and . J. Educ. Technol. Soc., 13 (4): 50-62 (2010)The influence of collaboration styles to children's cognitive performance in digital problem-solving game "William Adventure": A comparative case study., , , , and . Comput. Educ., 55 (3): 982-993 (2010)Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan., , , , , , , , , and 5 other author(s). Res. Pract. Technol. Enhanc. Learn., (2023)Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes., , , , and . ICALT, page 123-127. IEEE Computer Society, (2017)Emotion Labyrinth: Learning to Rationalize Emotions through 3D Game Environment., , and . IIAI-AAI, page 153-158. IEEE Computer Society, (2012)Designing a Role-Play Game for Learning Taiwan History and Geography., , , and . DIGITEL, page 54-60. IEEE, (2010)Game-Based Career Guidance Systems Design Concept., and . DIGITEL, page 187-191. IEEE, (2012)A Prototype on a Meta-model for Designing Instructional Pervasive Games., and . DIGITEL, page 47-51. IEEE, (2012)"Landscape Montage" Digital Game for Virtual Counseling Purposes., and . DIGITEL, page 197-201. IEEE, (2012)