The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning | Semantic Scholar Skip to search formSkip to main content> Semantic Scholar's Logo Search Sign InCreate Free Account You are currently offline. Some features of the site may not work correctly. DOI:10.4018/jdet.2012100108 Corpus ID: 40188405The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning @article{Lin2012TheEO, title={The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning}, author={Kuan-Cheng Lin and Y. Wei and J. C. Hung}, journal={Int. J. Distance Educ. Technol.}, year={2012}, volume={10}, pages={96-105} } Kuan-Cheng Lin, Y. Wei, J. C. Hung Published 2012 Psychology, Computer Science Int. J. Distance Educ. Technol. Many studies demonstrate that Digital Game Based Learning DGBL can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System IGLS to junior high history teaching as an ancillary tool to enhance users' learning motivation and academic performance. After a four-week experiment conducted on eleven students, the paired sample… Expand View via Publisher igi-global.com Save to Library Create Alert Cite Launch Research Feed Share This Paper 7 CitationsBackground Citations 2 View All Topics from this paper Interactivity Experiment One-way function Login 7 Citations Citation Type Citation Type All Types Cites Results Cites Methods Cites Background Has PDF Publication Type Author More Filters More Filters Filters Sort by Relevance Sort by Most Influenced Papers Sort by Citation Count Sort by Recency Differences in Motivation and Game Scores between Middle School Students Completing Digital Game-Based Learning Tasks with and without Supports of Autonomy and Structure J. 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