dc.description.abstract | Living in an era full of 3C, there is a vast amount of information on the Internet, and the information you want is available at your fingertips, whether it is food, clothing, housing, transportation, or education, all are interrelated with digital information. In education, there are also many applications that integrate information technology. In order to make users enjoy learning, contextual issues are introduced into game-based learning, and through the aid of technology, computers or mobile devices are used to learn through a digital game-based system platform for both entertainment and educational purposes.
This study takes the 17th century European maritime era as the game context, and through the introduction of the story, with reference to the information of digital game-based learning, the theme setting of the issue game and the principles of interactive design, an online system platform is built to simulate the situation of the issue event for the countries to discuss and think about, applying various game functions and interactive elements, using strategies and methods to interact and cooperate with peers to solve problems.
The purpose of this study is to develop and evaluate whether the digital game platform can assist learning. It can be operated online with a browser without complicated installation steps, and an environment of "Development and Evaluation of Online Gaming Platform for Scenario Issue-based Strategic Game" can be established. During the process, the history of the activity was recorded, and the questionnaire data was collected for analysis and conclusions, and the technology acceptance model (Technology Acceptance Model, TAM) framework was used to discuss the user′s acceptance of technology. | en_US |