Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/28014
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dc.contributor.authorLiu, FL-
dc.contributor.authorHong, GD-
dc.contributor.authorShih, JL-
dc.contributor.authorGhinea, G-
dc.contributor.editorShih, J-L-
dc.contributor.editorKashihara A-
dc.contributor.editorChen, W-
dc.contributor.editorOgata, H-
dc.date.accessioned2024-01-15T11:10:29Z-
dc.date.available2024-01-15T11:10:29Z-
dc.date.issued2023-12-01-
dc.identifierORCID iD: Gheorghita Ghinea https://orcid.org/0000-0003-2578-5580-
dc.identifier.citationLiu, D. et al. (2023) 'The Development and Evaluation of the Platform for Online High-Level Cooperative Games', 31st International Conference on Computers in Education, ICCE 2023 - Proceedings, vol. 1, pp. 177 - 182. Available at: https://eds.let.media.kyoto-u.ac.jp/ICCE2023/wp-content/uploads/2023/12/ICCE2023-Proceedings-V1-1214-final.pdf.en_US
dc.identifier.isbn978-626-96890-1-9-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/28014-
dc.description.abstractThe design of educational games plays an increasingly important role in modern education. By combining learning with games, it can attract students' attention and making learning more interesting. This study describes the development of a platform designed specifically for the online high-level cooperative game in which students are encouraged to achieve their own goals as well as common goals to reach win-win situation. Technology Acceptance Model (TAM) was used to analyze students' overall perceptions of the platform. The results show that the design of the game platform had high perceived usefulness and perceived ease of use, and players also showed positive attitudes and usage intentions. Therefore, a good game platform should have interactivity, educational value, problem-solving settings, and usability to provide the best gaming experience and have a positive impact on learning.en_US
dc.description.sponsorshipNational Science and Technology Council (previously known as Ministry of Science and Technology) of Taiwan, under MOST 108-2511-H-008 - 016 -MY4 and 112-2918-I-008-003,en_US
dc.format.extent177 - 182-
dc.format.mediumElectronic-
dc.language.isoen_USen_US
dc.publisherAsia-Pacific Society for Computers in Educationen_US
dc.relation.urihttps://eds.let.media.kyoto-u.ac.jp/ICCE2023/wp-content/uploads/2023/12/ICCE2023-Proceedings-V1-1214-final.pdf-
dc.relation.urihttps://www.apsce.net-
dc.rightsCopyright 2023 Asia-Pacific Society for Computers in Education. All rights reserved. No part of this book may be reproduced, stored in a retrieval system, transmitted, in any forms or any means, without the prior permission of the Asia-Pacific Society for Computers in Education. Individual papers may be uploaded on to institutional repositories or other academic sites for self-archival purposes.-
dc.subjectgame-based learningen_US
dc.subjectgaming platformen_US
dc.subjectsystem developmenten_US
dc.subjecthigh-level cooperative gamesen_US
dc.subjecttechnology acceptance modelen_US
dc.titleThe Development and Evaluation of the Platform for Online High-Level Cooperative Gamesen_US
dc.typeConference Paperen_US
dc.relation.isPartOf31st International Conference on Computers in Education, ICCE 2023 - Proceedings-
pubs.publication-statusPublished-
pubs.volume1-
dc.rights.holderAsia-Pacific Society for Computers in Education-
Appears in Collections:Dept of Computer Science Research Papers

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