Edutainment Technologies. Educational Games and Virtual by Jonghee Park, Woontack Woo (auth.), Maiga Chang, Wu-Yuin

By Jonghee Park, Woontack Woo (auth.), Maiga Chang, Wu-Yuin Hwang, Ming-Puu Chen, Wolfgang Müller (eds.)

This publication constitutes the refereed complaints of the sixth overseas convention on E-learning and video games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011.

The forty two complete papers have been rigorously reviewed and chosen from a hundred thirty submissions. The papers are prepared in topical sections on: augemented and combined fact in schooling; effectiveness of digital fact for schooling; ubiquituous video games and ubiquitous know-how & studying; destiny school room; e-reader and multi-touch; studying functionality and success; studying via enjoying; online game layout and improvement; game-based learning/training; interactions in video games; electronic museum and expertise, and behaviour in video games; academic robots and toys; e-learning systems and instruments; online game engine/rendering/animations; game-assisted language studying; studying with robots and robotics schooling; e-portfolio and ICT-enhanced studying; game-based checking out and review; pattern, improvement and studying means of academic mini video games; VR and edutainment.

Show description

Read Online or Download Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications: 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings PDF

Best games books

The Gamification of Learning and Instruction Game-based Methods and Strategies for Training and Education

Studying pros are discovering luck making use of game-based sensibilities to the advance of guide. this is often the 1st ebook to teach tips on how to layout on-line guide that leverages the easiest components of on-line video games to extend studying, retention, and alertness. It explains the best way to fit diverse video game concepts to forms of studying content material for the precise studying consequence and discusses how gamification strategies can be utilized in a number of settings to enhance studying, retention and alertness of data.

Seven-Card Stud For Advanced Players

Seven-card stud is a really complicated online game. identifying precisely the correct approach in any specific state of affairs may be very tough. might be it is because only a few authors have tried to research this online game although it is greatly performed. In 1989, the 1st version of this article seemed. Many rules, that have been basically identified to a small, pick out team of gamers, have been now made to be had to somebody who was once striving to turn into a professional, and an immense hole within the poker literature was once closed.

Scholastic Q & A: Why Do Volcanoes Blow Their Tops?

The solutions to thousands of questions—about every thing from bears to snakes, tarantulas to volcanoes— are the following in those books for moment and 3rd graders. The questions are interesting, and the solutions are effortless to appreciate and infrequently really humorous. Full-page paintings exhibits the animals and environments in shiny element.

Easy Magic Tricks

Utilizing basically basic and customary home goods — handkerchiefs, string, cards, cash, thimbles — the 127 magic acts during this totally illustrated advisor may help younger newcomers amaze friends and family. contains vintage quantity and desk methods, brain examining stunts, cube divinations, and extra magical merriment.

Additional resources for Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications: 6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings

Example text

Although the direct communication between students and teachers in the classroom works successfully, design educators are interested in introducing more productive and effective methods for improving the learning experience of students. The emergence of technological innovations such as web-based virtual learning environments has provided the potential for such purposes. Virtual learning applications can provide the tools to allow users to learn in a quick and happy mode by playing in virtual environments [1].

Because responses from the external pressure are decided by the direction of power and energy levels, we can simply decide the AR character’s behavior. However, for the responses from self-will we need a mechanism to decide the AR character’s behavior. In this paper, we classify the cases to decide the AR character’s behavior in three categories. In the first case an AR character already knows how to act for a physical object. In the second case, although the AR character senses attributes of the physical object, it does not know how to interact with the object.

Computers & Education 55(4), 1572–1578 (2010) 16. : Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning. Computers & Education 55(3), 1346–1356 (2010) 17. tw/EDU_WEB/Web/publicFun/tmpurl. sid=18906&fileid=158077&open (retrieved on February 18, 2011) ARMate: An Interactive AR Character Responding to Real Objects* Changgu Kang and Woontack Woo GIST U-VR Lab, Gwangju 500-712, S. kr Abstract. In the research field of augmented reality (AR), applications using interactive characters have been developed as the form of giving users information such as LEGO assembly guidance and explanation about historical artifacts.

Download PDF sample

Rated 4.15 of 5 – based on 47 votes