Search results for author:"Pei-Hsin Lin"
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Self-Efficacy Relevant to Competitive Anxiety and Gameplay Interest in the One-on-One Competition Setting
Educational Technology Research and Development Vol. 63, No. 5 (2015) pp. 791–807
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this...
The Role of Pre-Game Learning Attitude in the Prediction to Competitive Anxiety, Perceived Utility of Pre-Game Learning of Game, and Gameplay Interest
Interactive Learning Environments Vol. 24, No. 1 (2016) pp. 239–251
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 1923–1928
In order to compare a static agent to an animated agent, this study designed two types of Chinese idiom games called String-Up for the static agent and Fishing for the animated agent. All participants in this study were 5th and 6th grade elementary...
Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety
Computers & Education Vol. 88, No. 1 (October 2015) pp. 109–118
To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven...
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 3469–3471
This study describes the results of an Attitude Toward Computer Use Survey (ATCUS). More than 1,000 pre-service teachers completed the survey as part of the University of Northern Colorado's Preparing for Tomorrow's Teacher to Use Technology (PT3)...
Integrating a Moral Reasoning Game in a Blended Learning Setting: Effects on Students' Interest and Performance
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 572–589
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a...
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 3472–3474
In response to school-needs and state-requirements, the University of Northern Colorado's PT3 grant redesigned the two one-credit requisite educational technology courses for the undergraduate teacher preparation programs. The first course redesign...
Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory
Computers & Education Vol. 69, No. 1 (November 2013) pp. 369–376
Most educational games require high speed process; they require fast recognitions and accurate hand-eye coordination to play. Under this constraint, Dual Process theory (DPT) indicated players have different levels of cognitive process over...
An Overview of Technology Integration Experiences among Faculty Fellows at the University of Northern Colorado
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 3240–3242
The Preparing Tomorrow's Teachers to Use Technology (PT3) project team at the University of Northern Colorado (UNC) has worked with 42 faculty fellows over the past three years in order to help them model technology integration in their classrooms....
Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum
Jon-Chao Hong; Ming-Yueh Hwang; Yu-Ju Chen; Pei-Hsin Lin; Yao-Tien Huang; Hao-Yueh Cheng; Chih-Chin Lee
Computers & Education Vol. 66, No. 1 (August 2013) pp. 74–82
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of “learning for playing” ...