-
Article
The effects of students’ self-efficacy, self-regulated learning strategy, perceived and actual learning effectiveness: A digital game-based learning system
Self-regulated learning (SRL) strategies have been identified as a valuable component of digital game-based learning system (GBLS) activities. However, few studies have focused on the effects of information fe...
-
Article
Enhancing students’ online collaborative PBL learning performance in the context of coauthoring-based technologies: A case of wiki technologies
Understandability and completeness are essential in modern collaborative digital platforms and their learning systems. These platforms have shaken up the traditional education setting, particularly in leveragi...
-
Article
The effects of game quality and cognitive loads on students’ learning performance in mobile game-based learning contexts: The case of system analysis education
Prior research has demonstrated the advantages of applying mobile game-based learning (MGBL) applications to supporting students’ learning. However, studies that specifically examine the effects of game qualit...
-
Article
Exploring the effect of improved learning performance: A mobile augmented reality learning system
Students are commonly in a high cognitive load state when they encounter sophisticated knowledge. Whether the novel augmented reality (AR) technology can be utilized in an online learning course to explain com...
-
Chapter and Conference Paper
Combining the AISAS Model and Online Collaborative Learning Features to Examine Learners’ We-Intention to Use Health-Related Applications
The development of mobile applications and people’s attention to health have contributed to the continuous improvement of health-related applications. Based on the AISAS (Attention-Interest-Search-Action-Share...
-
Chapter and Conference Paper
Effect of Game Elements on Game-Based Learning for Computer Programming Using Task-Technology Fit
Several studies on game-based learning (GBL) examine the impact of using GBL on student achievement. In contrast, this study examines the game elements that differentiate existing GBLs (reward mechanism, visua...
-
Chapter and Conference Paper
Integrating Social Media into Problem-Based Learning to Improve Students’ Learning Performance
Research into the impact of social presence on students’ learning performance in the online-based problem-based learning (PBL) context is rarely extended in clinical training courses. The constructs of social ...
-
Chapter and Conference Paper
Assessing the Effects of Mobile Service Quality on Customer Satisfaction and the Continued Usage Intention of Mobile Service: A Study of Non-gaming Mobile Apps
Research indicates that one of the key drivers of the development of m-commerce is the provision of various types of high-quality mobile applications/services (apps). Business managers have thus been devoting ...
-
Article
A study of virtual product consumption from the expectancy disconfirmation and symbolic consumption perspectives
Researchers have not specifically considered the determinants of satisfaction and repurchase intention with regard to virtual products. Using the expectancy disconfirmation model and symbolic consumption theor...