作者: Erica O'Toole , Seung-Eun Lee
DOI: 10.4018/IJOPCD.2015070101
关键词: Teaching tool 、 Engineering 、 Visual merchandising 、 Multimedia
摘要: The purpose of this study was to apply a Social Network Game SNG for teaching visual merchandising college students. Based on design-based research paradigm, the present utilized EGameFlow model measure students' perceived enjoyment using SNG, Fashion World, in classes. In addition, examined which dimensions were significant indicators student satisfaction. Findings from suggest that use an can be effective tool merchandising. A majority positive trends constructs suggested students enjoyed as learning tool. challenge and immersion satisfaction through game. Discussion implications SNGs provided based results study.