Eric Zhi-Feng Liu, Chun Hung Lin
This article considers the efficacy of educational computer and video games in improving student motivation and achievement. It is stated that prior research has suggested that educational games provide positive opportunities for active learning and help develop learning skills. A content analysis approach is used to analyze 196 different games that are popular in Taiwan. A Delphi survey is given to six educational technology experts, six educational psychology experts, six game design experts, six students each from elementary, junior, and high schools, and six teachers in an attempt to reach a consensus on educational games.
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