(7) 235-253 2004 7 Yes or No? wsy@icemail.nknu.edu.tw k6402@icemail.nknu.edu.tw 2000 (1) (2) (3) (4) (5) [ ]2004/04/02; [ ]2004/05/04; [ ]2004/06/20
236 (7) (IT) 2000 2002 200 2002 (online games) 92 (Elaine M. R.,1997) (Rheingold,1993)
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252 (7) (1987) (1989) 8:35-42 (2000) 8(1):35-56 (2002) ( 27 ) (2003) HAPPY (2002) (http://www.find.org.tw/0105/howmanv/howmanvdisp.asp?trendid= 1182) 2003/9/17 (1990) 34:21-27 Elaine, M. R.(1997). Computer Game Design : New Directions for Intercultural Simulation Game Designers, Developments in Business Simulation and Experiential Exercises,2:24-35. Parnes, S. J., Noller, R. B. & Biondi, A. M.(1977). Guide to Creative action. New York: Charles Scribner s Sons. Rheingold, Howard(1993).Virtual Community of : Homesteading on the Electronic Frontier, Reading, Mass.: Addison-Wesley.
Yes or No? Yes or No? A Study of Issues Related to On-line Games Experiences Sheng-Yi Wu Feng-Chai Lin Institute of Information & Computer Education National Kaohsiung Normal University Abstract Information age and wide cable have provided a foundation for on-line games and it has become a high valued-added industry. Although the economy has been depressed in recent years, on-line game business still soars up the market. On-line games has taken a great share in the market and become teenagers' favorite. However, there are some questions need to be brought out. Why are the games so attractive? Are there only negative but no positive impacts to the society? Why is there a stereotype of students addicting to on-line games and fail their school works? This project will discuss various issues related to elementary and junior high school students' experiences on on-line games both from quantitative statistics and qualitative analysis as followings, A. General introduction to students participation in on-line games. B. The motivations to be involved in on-line games. C. Attitude and Acceptance toward on-line games. D. Knowledge of negative impacts from on-line games. E. The differences between on-line games experiences and the resolutions of creative questions. Key Words: on-line game, ability to solve problems, motive
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