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Transactions on Edutainment III

ISBN-13: 9783642112447 / Angielski / Miękka / 2010 / 275 str.

Zhigeng Pan
Transactions on Edutainment III Zhigeng Pan 9783642112447 Springer - książkaWidoczna okładka, to zdjęcie poglądowe, a rzeczywista szata graficzna może różnić się od prezentowanej.

Transactions on Edutainment III

ISBN-13: 9783642112447 / Angielski / Miękka / 2010 / 275 str.

Zhigeng Pan
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With great pleasure we would like to present the third volume of the journal Trans- tions on Edutainment. This journal, part of the Springer series Lecture Notes in C- puter Science, is devoted to research and development in the field of edutainment. Edutainment, also known as educational entertainment or entertainment-education, denotes all forms of entertainment designed to educate as well as to provide fun. This approach is motivated by the growing demands on individuals for life-long learning and the need to integrate effective learning opportunities throughout life. As such, edutainment has attracted increasing interest in the last few years. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games held in Canada, in August 2009. The main purpose of the Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. These 12 papers cover mainly the topic of using games to stimulate learners' learning motivation, i. e.

Kategorie:
Informatyka
Kategorie BISAC:
Computers > User Interfaces
Computers > Software Development & Engineering - General
Computers > Interactive & Multimedia
Wydawca:
Springer
Seria wydawnicza:
Lecture Notes in Computer Science / Transactions on Edutainm
Język:
Angielski
ISBN-13:
9783642112447
Rok wydania:
2010
Numer serii:
000389491
Ilość stron:
275
Waga:
0.44 kg
Wymiary:
23.5 x 15.5
Oprawa:
Miękka
Wolumenów:
01
Dodatkowe informacje:
Bibliografia
Wydanie ilustrowane

Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study.- Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study.- Doing It Right: Combining Edutainment Format Development and Research.- Edutainment Robotics as Learning Tool.- SoundTag: RFID Based Wearable Computer Play Tool for Children.- A Comparison between Drill-Based and Game-Based Typing Software.- Widget-Based Simulator for Testing Smart Space.- Entertaining Education – Using Games-Based and Service-Oriented Learning to Improve STEM Education.- Learning English through Serious Games – Reflections on Teacher and Learner Performance.- Motivational Factors in Educational MMORPGs: Some Implications for Education.- A Distributed Multi-agent Architecture in Simulation Based Medical Training.- Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations.- Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form.- Regular Papers.- Application of Visualization in Virtual Endoscopy System.- Design and Implementation of Virtual Museum Based on Web3D.- Large Area Interactive Browsing for High Resolution Digitized Dunhuang Murals.- Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model.- An XML-Based Interface Customization Model in Digital Museum.- Animation as an Aid for Higher Education Computing Teaching.- Bringing Integrated Multimedia Content into Virtual Reality Environments.- Virtual Reality House for Rehabilitation of Aphasic Clients.- Investigating the Effects of Educational Game with Wii Remote on Outcomes of Learning.- Using Computer Games for Youth Development.

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design.

The third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.



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