Open AccessEducationMathematicsComputer Science

Chun-Ming Hung, Iwen Huang, Gwo-jen Hwang

2014.7.19Journal of Computers in Education

DOI: 10.1007/s40692-014-0008-8

tlooto Summary

The experimental results show that the game-based e-book learning model effectively promoted the students’ learning achievement, self-efficacy, and motivation of mathematics, but no significant differences were found between the mathematical anxiety ratings of the three groups.

Abstract

Abstract is not available.

Citation format

HUNG, Chun-Ming; HUANG, Iwen; HWANG, Gwo-jen. Effects of digital game-based learning on students’ self-efficacy, motivation, anxiety, and achievements in learning mathematics. Journal of Computers in Education, 2014, 1: 151–166.