2021
DOI: 10.18178/ijiet.2021.11.11.1556
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A Study of the Relationship among Self-efficacy, Cognitive Load, Failure Attribution and Intention of Continue Participation in the "Insect Garden VR Game"

Abstract: Education reform is ongoing in Taiwan, the 12-year compulsory education has been implemented since 2019. The science curriculum emphasizes the importance of students' self-learning and problem-solving skills. This study applied the "Insect Garden VR Game" to understand the relationship among students' self-efficacy, cognitive load, failure attribution, and intention of continuous participation in the game. In this study, 172 4th-grade students participated. This study adopted the method of questionnaire survey… Show more

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Cited by 3 publications
(4 citation statements)
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“…According to the findings, the approach that was created through the utilization of ORPGs makes a contribution to the development of cooperative working abilities. Based on the findings, we were able to deduce that the group that took part in the experience has a more favorable global perception of their ability to work together than the students who were assigned to the non-equivalent control group [8]. They also have a more favorable perception of the dimensions related to work responsibility and work objectives.…”
Section: Resultsmentioning
confidence: 93%
See 1 more Smart Citation
“…According to the findings, the approach that was created through the utilization of ORPGs makes a contribution to the development of cooperative working abilities. Based on the findings, we were able to deduce that the group that took part in the experience has a more favorable global perception of their ability to work together than the students who were assigned to the non-equivalent control group [8]. They also have a more favorable perception of the dimensions related to work responsibility and work objectives.…”
Section: Resultsmentioning
confidence: 93%
“…It is not an easy task to successfully incorporate gaming into educational settings [8]. There is an effort being made to increase one's ability to solve problems collaboratively and develop problem-solving abilities by integrating mobile devices and serious games onto an ad hoc learning technique.…”
Section: Resultsmentioning
confidence: 99%
“…Juh et al [25] argued that VR technology was embedded in the teaching process, and systematic teaching process design of game teaching should be considered. VR technology, as an emerging science and technology, was itself a stimulus for students.…”
Section: Hypothesis Developmentmentioning
confidence: 99%
“…In fact, for high-difficulty courses, one-to-one teaching mode could better improve teaching facilitation and students' concentration, to enhance students' understanding of difficult knowledge points [11]. In addition, learning effect of VR technology would also be influenced by college students' preference and acceptance of courses, and VR technology would also have differences in teaching effect due to individual differences of college students [12]. Relevant researchers, For example, Yang et al [13] studied factors that have impact on the effect of VR education, verified and analyzed the AHP model, and summarized relevant factors.…”
mentioning
confidence: 99%