
Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications
Description
Alles über E-Books | Antworten auf Fragen rund um E-Books, Kopierschutz und Dateiformate finden Sie in unserem Info- & Hilfebereich.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011.
The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.
More details
Other editions
Additional editions

Content
- Title
- Preface
- Organization
- Table of Contents
- Augmented and Mixed Reality in Education
- Hybrid Document Matching Method for Page Identification of Digilog Books
- The Development of the AR-Fitness System in Education
- Introduction
- Types of the Effective Fitness Exercises in AR-Fitness
- Technical Settings
- Setup of AR-Fitness
- The Conceptual Design of the AR-Fitness System
- The Implementation Designs of the Four Effective AR-Fitness Exercises
- A Preliminary Evaluation of the AR-Fitness System
- Offer a More Interesting and Attractive Way for the Effective Fitness Training
- Provide an Innovation Way for Learning by Combining Physical Exercise
- Summary and Future Work
- References
- ARMate: An Interactive AR Character Responding to Real Objects
- Introduction
- Interactive AR Character
- Working Environment
- Implementation
- Demonstration
- Conclusion and Future Work
- References
- The Application of Augmented Reality to Design Education
- Introduction
- Literature Review
- Research Design
- Results and Discussions
- Conclusions
- References
- Design and Application of the Augmented Reality with Digital Museum and Digital Heritage
- Introduction
- Virtual Reality Applications
- Expected Results
- References
- Effectiveness of Virtual Reality for Education
- Effects of Multi-symbols on Enhancing Virtual Reality Based Collaborative
- A Virtual Computational Paper Folding Environment Based on Computer Algebraic System
- Introduction
- Background
- Computer Programs of Origami
- Six Huzita Axioms
- Computational Origami Environment
- Origami and Geometric Constructions
- System Architecture
- Origami Script
- Implementation of Folding Operations to Prove Haga Theorem
- Conclusion and Further Work
- References
- Physically-Based Virtual Glove Puppet
- Introduction
- Physics System
- Rigid Body and Joint
- Motion
- Cloth
- Results
- Conclusions and Future Work
- References
- Potential of Second Life for Psychological Counseling: A Comparative Approach
- Introduction
- Methods
- References
- Constructing a 3D Virtual World for Foreign Language Learning Based on Open Source Freeware
- Introduction
- Three-Dimensional Virtual Worlds for Foreign Language Learning
- Implementation of 3D Virtual Worlds for Language Learning
- OpenSimulator
- Moodle and Sloodle
- Teaching Aids and Learning Tools
- Instructional Activities in 3D Virtual Worlds for Language Learning
- Scenario-Based Activities: English Study Tour
- Collaborative Role-Play Missions
- Virtual Quests and Games
- Conclusions and Future Research
- References
- Ubiquitous Games and Ubiquitous Technology and Learning
- Analysis of Brainwave Characteristics for Playing Heterogeneous Computer Games
- Game-Based Mobile Learning System for Campus on Android Platform
- Introduction
- System and Learning Activity Design
- System Architecture and Implementation
- Server Side
- Mobile Client Side
- Administrator Side
- Platform Evaluation
- Conclusion
- References
- Bayesian Network to Manage Learner Model in Context-Aware Adaptive System in Mobile Learning
- Introduction
- Literature Review
- Context Aware Mobile Learning Architecture
- Context-Awareness Detection Layer
- Database Layer
- Adaptation Layer
- How to Apply Bayesian Network to Manage Learner Model
- Probability Values Represent the Knowledge Level of Learners
- How to Evaluate Learner's Knowledge
- System Prototype Implementation
- Discussions
- Conclusions
- References
- Walk-Rally Support System Using Two-Dimensional Codes and Mobilephones
- Introduction
- QR Code
- Outline of Our System
- "QR Code CP" Mode
- "QR Code Tag" Mode
- Administration Page
- Practical Operation Examples
- "Tsukimi Kouro"
- "Camellia Festival"
- Conclusion and Further Remarks
- References
- A Service Platform for Logging and Analyzing Mobile User Behaviors
- Introduction
- Related Work
- The Proposed Log Collection and Analysis Service
- User Recruiting and Preliminary Study
- Log Collection Service
- Log Monitor and Query Interface
- Conclusion and Future Work
- References
- Educational Affordances of Ubiquitous Learning
- Introduction
- Methodology
- Learning Environment
- Procedures
- Data Sources and Analysis
- Results
- Conclusions and Future Work
- References
- Development of a Mobile Rhythm Learning System Based on Digital Game-Based Learning Companion
- Introduction
- Background
- Mobile-Learning
- Digital Game-Based Learning
- Learning Companion
- Rhythm Learning
- System Development
- The Rhythm Game for Single Player
- The Rhythm Game for Double Players
- Collecting the Sound Materials
- Music Learning Content: Knowledge Supplement
- Server-Side Functions
- Initial System Evaluation
- Conclusion
- References
- Motivations for Game-Playing on Mobile Devices - Using Smartphone as an Example
- Introduction
- Conceptual Model and Hypotheses of Mobile Games
- Experiment
- Discuss and Analysis
- Members Data
- Interview
- Results and Limitations
- References
- Future Classroom
- A Method for Determining Classroom Seating Arrangements by Using Bioinformatics
- Explore the Next Generation of Cloud-Based E-Learning Environment
- Introduction
- Challenges of Current E-Learning
- Personal Learning Environments and Pedagogical Approach
- Constructivist Pedagogical Approach
- Mashup Personal Learning Environment
- Cloud Computing
- Practical Application of Cloud-Based Personalized E-Learning
- Conclusion
- References
- Research on Recognition and Mobile Learning of Birds Base on Network under the Condition of Human-Machine Collaboration
- Introduction
- System Constitution
- Image-Based Automatic Recognition and Classification
- Image Preprocessing and Automatic Recognition
- Birds Image Classification Base on SVM Decision Tree
- Monitoring and Recognition under the Condition of Human-Machine Collaboration
- PC-Side Video Surveillance and Recognition
- Mobile Phone-Side Video Surveillance and Recognition
- Mobile Learning under the Condition of Human-Machine Collaboration
- New Model of Mobile Learning under the Condition of Human-Machine Collaboration
- Mobile Learning Based on 3D Network
- Advantages and Effects of New Model of Mobile Learning
- Conclusion
- References
- Blue Sky Flying Camp - A Relief Project to Facilitate Pupils' Understanding Concerning Aeronautics
- Introduction
- Curriculum Design
- Outcomes
- References
- Peer Feedback in Online Writing System
- Introduction
- Peer Feedback
- Design of an Online Writing System
- Features of the System Design
- Conclusion
- References
- e-Reader and Multi-Touch
- Designing a Mixed Digital Signage and Multi-touch Interaction for Social Learning
- Building a Multi-touch Tabletop for Classrooms
- Introduction
- Related Multi-touch Technologies and Systems
- Multi-touch Technologies
- Multi-touch Systems
- Build a Multi-touch Display Tabletop for Classrooms
- Conclusions
- References
- Learning Performance and Achievement
- Perceived Fit and Satisfaction on Online Learning Performance: An Empirical Study
- Introduction
- Theoretical Background and Hypotheses
- Research Methodology
- Measurement Development
- Survey Administration and Participants
- Data Analysis
- Demographic Information
- PLS Analysis
- Discussions and Conclusions
- References
- The Relationship of Motives and Achievements in Teacher's Online Training Course
- Introduction
- Literature Review
- Research Method and Tool
- Research Outcomes
- Conclusions
- References
- Learning by Playing
- Students Practice Minimally Invasive Surgery through Game-Based Assisted Learning
- Research Background and Motivation
- Literature Review
- Methodology
- Result and Discussion
- References
- The Study of Developing Spatial Ability by Applying Game-Based Learning
- Introduction
- Literature Review
- Game-Based Learning
- Spatial Ability
- Cube Enumeration
- Research
- Results
- References
- A Study of Cooperative and Collaborative Online Game-Based Learning Systems
- Introduction
- Literature Review
- Research Design and Method
- Research Outcomes and Discussions
- Conclusions
- References
- Investigating the Effects of an Adventure Video Game on Foreign Language Learning
- Introduction
- Methodology
- Subjects
- Instrument
- Procedures and Measurement
- Result
- General Perceptions
- Strengths and Weaknesses of Game Design
- Gains and Difficulties in Language Learning
- Discussion
- Conclusion
- References
- Employing Software Maintenance Techniques via a Tower-Defense Serious Computer Game
- Introduction
- Game Description
- Adaptive Maintenance
- Corrective Maintenance
- Perfective Maintenance
- Preventive Maintenance
- User Study
- Conclusion
- References
- Playing Webcomic-Based Game on Facebook for Learning Chinese Festivals
- Introduction
- Literature Review
- Game-Based Learning
- Characteristics of Facebook Games
- Webcomics
- Game Design
- Rules
- Design Guidelines
- Next Steps
- References
- Old Dogs Can Learn New Tricks: Exploring Effective Strategies to Facilitate Somatosensory Video Games for Institutionalized Older Veterans
- Learning English with Online Game: A Preliminary Analysis of the Status of Learners' Learning, Playing and Interaction
- Introduction
- Method
- Results and Discussions
- Conclusion
- References
- Game Design and Development
- ACIA-A Course Design Approach to Game Design Theory
- Introduction
- Reviewed Literature
- Authentic Learning Activities
- Learning Community
- Meaningful Interaction
- Assessment for Learning
- Research Design
- Research Co-participants
- Course Activities
- Data Collecting, Data Coding and Analysis
- Discoveries and Discussions
- Studying Sales Object through Authentic Task
- E-learning Community Providing Interdisciplinary Cooperative Learning
- ACIA Offering Experiential Learning of Realization of Theory, Abstract Conceptualization-To Display Concrete Evidence of Assessment
- Teacher's Self-reflection-Re-learning of Students and Teachers
- Conclusion and Recommendations
- References
- An Application of Interactive Game for Facial Expression of the Autisms
- Introduction
- Literature Review
- Social Difficulties in Autism Spectrum Disorder (ASD)
- Innovative Technology for People with Autism Spectrum Disorder
- Project: FaceFlower
- Design Concept
- System Design
- Facial Emotion Computing
- Implementation
- Evaluation
- Method
- Qualitative Analysis
- Conclusion
- References
- A Cloud and Agent Based Architecture Design for an Educational Mobile SNS Game
- Introduction
- Background
- State of the Field
- Our Design and Approach
- Conclusion
- References
- Facilitating Computational Thinking through Game Design
- Introduction
- What Is Computational Thinking
- Computational Thinking in K-12 Classrooms
- Game Design as Viable Pedagogy
- Theoretical Framework
- Research Questions
- Method
- Data Collection and Analysis
- Preliminary Findings and Future Work
- References
- The Embarrassing Situation of Chinese Educational Game
- The Embarrassment That the Commercial Computer Games Bring to the Educational Game
- The Evil Reputation That the Commercial Computer Games Let Young People become Addicted Caused the Educational Game to Receive Implicate
- The Evolution of Commercial Computer Games Causes the Educational Game Difficult to Define
- The Educational Game Design Is Faced the Embarrassment of Its Own
- The Embarrassment on How to Make Balance between Education and Game
- The Embarrassment on How to Connect Education and Game Nicely
- The Educational Games' Embarrassment to School Students
- The Lack of Attraction in Educational Games
- Single Types of Educational Game, the Lack of Playability
- The Embarrassment That Educational Games Confront Parents
- Parents and Children Have Different Requirements on Educational Games
- The Effect of Educational Games Haven't Been Fully Demonstrated to the Parents
- References
- Using Self-competition to Enhance Students' Learning
- Introduction
- My-Avatar System
- References
- Towards an Open Source Game Engine for Teaching and Research
- Game Design Considerations When Using Non-touch Based Natural User Interface
- Game-Based Learning/Training
- Effects of Type of Learning Approach on Novices' Motivation, Flow, and Performance in Game-Based Learning
- Behavioral Traits of the Online Parent-Child Game Players: A Case Study and Its Inspirations
- The Evaluative Criteria of Computer-Based Vocabulary Learning Games
- Introduction
- Literature Review
- Computer Uses in Vocabulary Learning
- Vocabulary Learning Games
- Methodology
- The Top Criteria Selecting (Stage One)
- Ranking the Selected Criteria and Calculating the Weight of Each Criterion (Stage Two)
- The Verification of the Selected Criteria (Stage Three)
- Conclusion
- References
- The Importance and Use of Targeted Content Knowledge in Educational Simulation Games
- Objectives
- Theoretical Framework
- Methods
- Participants and Procedures
- Results
- Conclusion
- References
- Development of Training System for Finger Dexterity: Use in Rehabilitation for Upper Body Paralysis
- Introduction
- Finger Training System
- Training Device
- Training Software
- Conclusion
- Reference
- Investigating the Impact of Integrating Self-explanation into an Educational Game: A Pilot Study
- Introduction
- Methodology
- Participants
- Instrument
- Procedure
- Results
- Discussion and Implications
- References
- Interactions in Games
- A Study on Exploring Participant Behavior and Virtual Community in MMORPG
- Introduction
- Literature Review
- Massively Multiplayer Online Role-Playing Game (MMORPG)
- Virtual Community
- Flow Experience
- Methods
- Research Hypothesis
- Research Sources
- Results and Discussions
- Virtual Community and the Time Spending
- Virtual Community and the Money Spending
- Time Spending and Money Spending
- Players Role of Genders and Gaming Behaviors
- Conclusion
- References
- Exploitation in Context-Sensitive Affect Sensing from Improvisational Interaction
- Improvising on Music Composition Game
- Introduction
- Reviewed Literature
- Eurhythmics
- Improvisation
- Durations and Tempo
- Pentatonic Scale and Chord Improvisation
- Design Content
- Structure
- Game Paying Flow Chart
- Game Interface
- Interaction Platform
- Conclusion
- References
- Increased Game Immersion by Using Live Player-Mapped Avatar Evolution
- Introduction
- Related Work
- User Model
- Conclusion and Future Works
- References
- My-Bookstore: A Game-Based Follow-Up Activity to Support Modeled Sustained Silent Reading
- Introduction
- My-Bookstore System
- Future Work
- References
- Digital Museum and Technology and Behavior in Games
- Way to Inspire the Museum Audiences to Learn: Development of the Interpretative Interactive Installations for Chinese Cultural Heritage
- Introduction
- Design Principles
- Evaluations
- System Implementation
- Context-Aware System: A T'ang Palace Rhapsody
- Interactive Tabletop System: Livening Up Painting on the Tabletop
- Interactive Virtual Display: Magic Crystal Ball
- Virtual Panel System: Jumping over the Dragon Gate
- Discussions and Conclusions
- References
- Learning from Internet of Things for Improving Environmentally Responsible Behavior
- Introduction
- SOFIA Smart-M3
- Design Cases
- Doormate
- Bonsai Garden
- Concluding Remarks
- References
- Using Intelligent 3D Animated Character as the Interface for Interactive Digital TV System
- Introduction
- Related Work
- System Design and Implementation
- Problem Definition for Motion Generation
- Generation of Character Animation
- Animation Specification and Generation
- Experimental Designs
- Description of Three User Interface Types
- Experiment 1: Preliminary Comparative Study of User Interface
- Experiment 2: User Experience Assessment
- Conclusions
- References
- Educational Robots and Toys
- A Novel Approach of Learning English with Robot for Elementary School Students
- Introduction
- The Design of the Learning System
- System Implementation
- Vocabulary Learning
- Single Sentence Read-Along
- Full Article Read-Along
- Conversation
- Singing and Dancing
- Cloze Test
- System Evaluation
- Results and Discussion
- Video Recordings
- Interviews
- Conclusions, Suggestions, and Future Study
- References
- Framework for Educational Robotics: A Multiphase Approach to Enhance User Learning in a Competitive Arena
- Introduction
- Educational Robotics
- Objectives
- Theoretical Background
- Norman's Theory of Action
- Gulf of Execution and Gulf of Evaluation
- Extensions to the Theory of Action
- EARLY Framework
- Implementation - Multi Format Robot Search and Rescue (SAR) Arena
- 2-Dimensional Arena
- 3-Dimensional Arena: Entry Level
- 3-Dimensional Arena: Advanced Level
- Problem Based Arena (PBA) - Case Study
- Summary
- References
- Learning Robots: Teaching Design Students in Integrating Intelligence
- Introduction
- Technology and Intelligence in Competency Based Learning
- Competence Framework
- Course Design
- Embodiment: AdMoVeo Robot
- Design Cases
- Training Robot Dog
- Fashion Business
- Discussion
- References
- Applying ARCS Model for Enhancing and Sustaining Learning Motivation in Using Robot as Teaching Assistant
- Introduction
- The Design of Instructional Strategies and the System
- The Four Elements of the ARCS Model
- The Designs for the Test Group and Control Group
- Research Methodology
- Results of the Pilot Experiment
- Conclusions
- References
- An Investigation of Using Educational Toys into Science Instruction for 4th Graders
- Introduction
- Objectives
- Methodology
- Results and Discussion
- Results from the Science Achievement Test
- Results from the Scientific Attitudes Scale
- Results from the Study Questionnaire
- Conclusion
- References
- E-Learning Platforms and Tools
- HuayuNavi: A Mobile Chinese Learning Application Based on Intelligent Character Recognition
- Introduction
- Related Work
- Market Investigation
- HuayuNavi App
- Design Concept
- Core Technologies
- User Experience
- Conclusion
- References
- Webpage-Based and Video Summarization-Based Learning Platform for Online Multimedia Learning
- Introduction
- System Overview
- Term Weighting Scheme
- Video Summary Presentation
- Methodology
- Participants and Materials
- Procedures
- Quantitative Analysis
- Conclusion
- References
- Effects of Learning English Maxim through M-Learning with Different Content Representation
- Introduction
- Literature Review
- English Language Teaching in Its Social Context
- Verbalizers and Visualizers Learning Preferences
- Individual Differences in Language Learning Ability
- Relationships between LCR Types and Individual Differences
- Methodology
- Participants
- Instruments
- Procedure
- Results
- Discussion
- References
- Mobile Terminal-Based Tennis Instruction Support System for Beginners
- Introduction
- System Configuration and Components
- System Configuration
- Measurement System
- Measurement Results and Analysis
- Content Distribution from a Web Server to a Mobile Terminal
- System Evaluation
- Improvement of Serve and Stroke
- Subjective Evaluation by Students
- Conclusion
- References
- Developing a Complexity Problem-Based E-Learning Model: A Longitudinal Qualitative Case Study of a Six-Year Course Blog
- Introduction
- Methodology
- Research Design and Research Question
- Data Collection
- Complexity as Theoretical Framework
- Limitations Arising from the Research Methodology
- Results and Discussion
- Dynamic Interaction
- Co-evolution
- Mutual-adaptation
- Self-organization
- Conclusions
- References
- An Online Summary Writing System Combining with Concept Mapping and Annotation Sharing
- Introduction
- Literature Review
- Studies Related to Summary Writing
- Studies Pertaining to Online Concept Mapping
- Researches Pertaining to Online Annotation Learning Platform
- System Design and Operation
- System Framework
- Findings and Discussion
- Conclusions
- References
- Web Programming Education through Developing Online Shop Web Application
- Introduction
- The Course Design and Syllabus
- Result, Evaluation, Summary, and Future Works
- References
- e-Adviser: A Web-Based Academic Support System for High School Students
- Introduction
- Literature Review
- Research Method
- Conclusion
- References
- Constructing Directed Semantic Relationships between Concepts for Training Semantic Reasoning
- Introduction
- The Proposed Approach
- Implementation in Educational Applications
- Conclusion
- References
- Live Python-Based Visualization Laboratory
- References
- Game Engine/Rendering/Animations
- Cage-Based Tree Deformation
- Introduction
- Tree Deformation
- Local Deformation
- Global Deformation
- Experiments
- Conclusion and Future Work
- References
- Stylized Textile Image Pattern Classification Using SIFT Keypoint Histograms
- Introduction and Related Works
- SIFT Keypoint Histograms
- Classifiers
- Experiments and Results
- Database
- Comparison between Features and Classifiers
- Reduce the Size of Vocabulary Using PCA
- Conclusions and Further Work
- References
- Game-Assisted Language Learning
- The Attributes and Importance of Online Game with Language Learning for College English-Majored Students
- Introduction
- Literature Review
- Research Method
- Findings and Discussions
- Conclusion and Suggestions
- References
- The Influence of the Presentations of Game-Based Learning Teaching Materials on Chinese Idiom Learning
- Research Motives and Purposes
- Literature Review
- Research Design and Implementation
- Results and Discussion
- Conclusion and Suggestions
- References
- Study on Influence of Adventure Game on English Reading Confidence, Motive and Self-efficacy
- Introduction
- Method
- Result
- Conclusions and Suggestions
- References
- The Application of Digital Game-Based Learning to Idioms Education Acceptance
- Introduction
- Literature Review
- Research Method
- Data Analyses and Results
- Conclusions and Suggestions
- Conclusions
- Suggestions
- References
- Using Web 2.0 Social Networking to Enhance Collaborative Learning in Preparing Graduation Events
- Introduction
- Methodology
- Results
- Emotional Expression
- Brainstorming
- Reciprocal Care
- Group Identity
- Discussion
- Conclusions
- References
- Learning with Robots and Robotics Education
- A Pilot Study of Taiwan Elementary School Students Learning Motivation and Strategies in Robotics Learning
- Introduction
- Methodology
- Participants
- Robotics Motivated Strategies for Learning Questionnaire (RMSLQ)
- Results
- Students' Learning Motivation and Strategy in Learning Robotics
- The Correlation between Motivation and Strategy in Robotics Learning
- Conclusion and Discussion
- References
- A Survey on Storytelling with Robots
- Introduction
- Categorization
- Types of Robot/Machine Used
- Users
- Focus of Study
- Outcome
- Final Remarks
- References
- Design a Partner Robot with Emotions in the Mixed Reality Learning Environment
- Introduction
- System Implementation
- Digital Learning Playground
- Task-Based Learning in Digital Learning Playground
- Role of Robot Companion in Digital Learning Playground
- Experiment and Discussion
- Researching Design and Hypothesis
- Procedure
- Results and Findings
- Discussion
- Conclusion
- References
- The Human-Like Emotions Recognition Using Mutual Information and Semantic Clues
- Introduction
- Literature Review
- The Research Method
- Conclusion and Discussion
- References
- e-Portfolio and ICT-Enhanced Learning
- Paradigm Shift in Education with the Use of e-Portfolio: Showcases of e-Portfolio at Work at the Various Levels of Education - Introduction and Showcase I: K-12 e-Portfolio Involving All Stakeholders
- Introduction
- e-Portfolio Way
- Kansai University e-Portfolio System
- KU e-Portfolio System
- K-12 e-Portfolio System
- Conclusion
- Collaboration and Communication Using e-Portfolio among Junior-High/High School Students from Japan, Taiwan, and the United Kingdom
- Introduction
- Project Overview
- Virtual Communication Platform Using e-Portfolio
- Results
- References
- Use of e-Portfolio in Effective Career Advising: Case of Ritsumeikan University
- Introduction
- Advising Program and the Use of Career Charts
- Implementation of "Career Karte"^1
- Objective
- Utilizing e-Portfolio as Career Karte
- Results
- Thoughts for Future
- Reference
- Portfolio Intelligence System at Graduate School Level
- Introduction
- Competency Model on Demand
- Portfolio Intelligence File
- Action Learning Process
- Conclusion
- References
- Game-Based Testing and Assessment
- Deployment of Interactive Games in Learning Management Systems on Cloud Environments for Diagnostic Assessments
- Introduction
- Ontology-Based Learning Content Retrieval
- Implementation and Results
- Cloud Test-Bed
- Interactive Games
- Opinions of Students
- Conclusions
- References
- A Pilot Study of Interactive Storytelling for Bullying Prevention Education
- Introduction
- Related Works
- Interactive Storytelling Assessment
- Experiment Design
- Findings and Discussions
- Conclusion
- References
- Assessment for Online Small Group Discussion Based on Concept Map Scoring
- Introduction
- Concept Map Mining and Scoring
- Implementation and Experiment Design
- Results and Conclusion
- References
- Trend, Development and Learning Process ofEducational Mini Games
- Using Game-Based Learning and Interactive Peer Assessment to Improve Career Goals and Objectives for College Students
- Introduction
- Methodology
- Results
- Concrete Experience
- Reflective Observation
- Abstract Conceptualization
- Active Experimentation
- Interactive Peer Assessment
- Discussion
- Conclusions
- References
- Digital Educational Games in Science Learning: A Review of Empirical Research
- Introduction
- Methods
- Results and Discussions
- Characteristics of the Digital Educational Games
- Student Academic Levels and Science Subject Domains for Game-Based Science Learning
- Research Method, Expected Learning Outcomes, and Results for Game- Based Science Learning
- Conclusion
- References
- Review on the Concepts and Instructional Methods of Mini Digital Physics Games of PHYSICSGAMES.NET
- Introduction
- Analytic Methods
- Results and Discussions
- Analysis of Physical Concepts
- Analysis of Instructional Strategies
- Conclusion
- References
- A Flash-Based Game for Employee Doing On-the-Job Training
- Introduction
- The Game
- Evaluation Plan
- References
- The Construction of Text-Based and Game-Based Teacher Career Aptitude Tests and Validity Comparisons
- Research Objectives
- Research Method
- Test Construction
- Subjects
- Survey Process
- Research Results
- Reliability
- Validity
- Discussion
- References
- Investigating Different Instructional Approaches Adopted in Educational Games
- Introduction
- Methodology
- Results and Discussion
- References
- VR and Edutainment
- Direct Lighting under Dynamic Local Area Light Sources
- Introduction
- Previous Work
- Our Approach
- Summed Area Table
- VAL Rendering
- Experiment and Results
- Conclusion and Future Work
- References
- A Group-Based Load Balancing Approach for the Multi-service Distributed Virtual Environment
- Introduction
- The Workload-Intensive Group
- Group-Based Load Balance Process
- Experiments and Discussions
- Conclusion
- References
- Research of Emotion Promoting Teaching Interaction in Virtual Learning Community -- A Case Study of Virtual Learning Community Based on Blackboard
- Emotion and Emotional Interaction
- Teaching Interaction of Virtual Learning Community
- The Study of the Case about Instructional Interactive Affected by Emotions
- Case Selection
- The Analysis Framework
- Reliability and Validity
- Case Study
- Conclusion
- Reference
- Author Index
System requirements
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.