@inproceedings{64e7c9e7335442738319b8dfbc83e969,
title = "The long-term influence of game-based network homework on cognitive effectiveness and affective experience in math learning",
abstract = "Homework has been considered an effective strategy in order to help students. However, previous studies indicated many contradictions for this because the effectiveness of homework should be discussed with teachers, parents and students. Hence, this study developed and applied a game-based network homework platform, entitled My-Pet-My-Quest (MPMQ), to explore its potential and to sustain learning in terms of cognitive effectiveness and affective experience. This math game-based network homework was conducted in an elementary after-school club and at home for 29 students over a period of one year. The findings indicated that students can continuously participate in math tasks and maintain the proficiency and fluency of tasks in MPMQ across home and school time. The findings also proved the MPMQ for mostly students can attain self-efficacy.",
keywords = "Game-based learning, Homework, Network homework, Sustainable learning",
author = "Liao, {Calvin C.Y.} and Maureen Wu and Cheng, {Hercy N.H.} and Yeh, {Charles Y.C.} and Chen, {Zhi Hong} and Chan, {Tak Wai}",
year = "2011",
language = "English",
isbn = "9786161201883",
series = "Proceedings of the 19th International Conference on Computers in Education, ICCE 2011",
pages = "498--502",
booktitle = "Proceedings of the 19th International Conference on Computers in Education, ICCE 2011",
note = "19th International Conference on Computers in Education, ICCE 2011 ; Conference date: 28-11-2011 Through 02-12-2011",
}