遊戲式學習在學生面對挫敗上的學習效益:以通識經典閱讀課程三國演義之「三國爭霸戰」為例

Translated title of the contribution: The Learning Effectiveness of Game-based Learning for Students in Coping with Setbacks and Failure: Taking "Three Kingdoms Hegemony" in the course of "Romance of the Three Kingdoms" as an Example

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Computer Science

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Psychology