Hong Guo, Hallvard Trætteberg, Alf Inge Wang, Meng Zhu
{"title":"TeMPS: A Conceptual Framework for Pervasive and Social Games","authors":"Hong Guo, Hallvard Trætteberg, Alf Inge Wang, Meng Zhu","doi":"10.1109/DIGITEL.2010.40","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.40","url":null,"abstract":"Pervasive and social game is an emerging game genre which brings more physical movement and social interactions into game. This article proposes the conceptual framework TeMPS that systematically characterizes the important aspects of pervasive and social games. Further, around thirty games in different sub-genres are reviewed by analyzing and fitting them into the framework. The framework is helpful for game designers to understand and communicate about such games. Further, it contributes to conceptual modeling of pervasive and social games, and to the construction of a game modeling tool.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116950880","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Learning Programming Concepts through Game Design: A PCT Perspective","authors":"Li-Chun Wang, Ming-Puu Chen","doi":"10.1109/DIGITEL.2010.47","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.47","url":null,"abstract":"This study investigates the effects of learners as game designers using Scratch’s building-block programming on junior high school learners’ programming concept learning performance and motivation. Participants were 133 eighth graders who learn to program through game design activity using Scratch and classified as the experimental group and the control group according to the types of learning sequence. The results revealed that a) the comprehension of programming concepts was not affected by type of learning sequence; b) participants possess higher motivation on the sequence of Scratch project following programming learning; c) the effects of participatory programming tools on novice programmer needs to be further investigated to broaden junior high learners’ technological fluency.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117240882","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bian Wu, Alf Inge Wang, Anders Hartvoll Ruud, W. Zhang
{"title":"Extending Google Android's Application as an Educational Tool","authors":"Bian Wu, Alf Inge Wang, Anders Hartvoll Ruud, W. Zhang","doi":"10.1109/DIGITEL.2010.38","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.38","url":null,"abstract":"This paper introduces how to extend Google android platform as a game development tool to learn software architecture based on the double stimulation method. It starts with the motivation to choose the android platform since most of students in software architecture course from NTNU (Norwegian University of Science and Technology) have experiences of using java and eclipse platform before they starts this course. And then it describes the design and construct of extended android platform, called “Sheep” framework. Further, it presents the application of the Sheep framework as second stimulus means integrated in the game exercises in the software architecture course. Finally, the paper discusses the contribution from the aspects of technology, game ideas and pedagogy.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128329631","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Recreating Ancient Egyptian Culture in Second Life","authors":"M. Leigh, Mark G. Elwell, Steve Cook","doi":"10.1109/DIGITEL.2010.45","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.45","url":null,"abstract":"We present the cases of two role playing communities in the virtual world Second Life. We examine the process of creating culture as educational recreation and discover whether the culture the communities set out to create is in fact successfully realised. Some of the difficulties encountered in the reproduction of ancient Egyptian society are examined. We discovered that although the prevalent discourse among these communities is one of desiring authenticity, there is in fact a high level of resistance, both conscious and subconscious, to establishing authenticity.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127582507","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analysis of Seven Important Studies in Research of Joyful Learning and Society","authors":"C. Lin, Eric Zhi-Feng Liu, Ju-Ling Shih","doi":"10.1109/DIGITEL.2010.30","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.30","url":null,"abstract":"Due to the development of technology, lots of attractive multimedia effect was used in digital games and games become more and more popular. In Taiwan, a special Issue Group, Joyful Learning and Society, was developed, and one of the issues the group focuses on was how to use digital game to enhance students’ learning. One of the ongoing tasks was to review game-related studies in different journals, to realize the development of game-based learning. In this study, seven game-related studies were analyzed, and some suggestions were proposed in this study.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134205461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Mobile and Web System with Contextual Familiarity and its Effect on Campus English Learning","authors":"Shu-Chen Cheng, Wu-Yuin Hwang, Dunwei Wen, Sheng-Yi Wu, Ching-Hua Hsiehe, Chia-Yu Chen","doi":"10.1109/DIGITEL.2010.57","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.57","url":null,"abstract":"We build a Student-Partner mobile English learning system. We go deep into the campus to do English learning by portable of the mobile. The system offer the GPS function, campus map, camera, messaging, tracking and recording. Students can post the message or add the multimedia which he explore to the device. In the mobile, user can off-line to post the message. In addition, we design two activities, learning English by exploring the campus and presenting their exploring events. According to the questionnaire, students think the context familiarity is useful for learning.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134510308","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alexandra Camargo Alves, R. Lopes, P. Matos, L. Velho, Djalma Silva
{"title":"Reactoon: Storytelling in a Tangible Environment","authors":"Alexandra Camargo Alves, R. Lopes, P. Matos, L. Velho, Djalma Silva","doi":"10.1109/DIGITEL.2010.28","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.28","url":null,"abstract":"Storytelling is an essential activity in the life of children. By listening or sharing their stories and ideas they give meaning to their world and practice their communication skills. Even though today computers are already present in a child's world, there is a difference between software programs developed for them and specific programs that allow them to express themselves. This paper presents the Reactoon System: an authoring tool for building 2D animations for a tabletop with tangible user interface and multi-touch screen.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123510149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Instructional Simulations for Teaching High School Computer Science Concepts: A Technology Acceptance Perspective","authors":"Ming-Puu Chen, C. Chiu, Cheng-Chih Wu","doi":"10.1109/DIGITEL.2010.46","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.46","url":null,"abstract":"The Experiential-based Learning of Computer Science (ELCS) was employed as a pedagogical framework for instructional simulation design supporting high school students to learn abstract concepts of computer science. ELCS aims to provide teachers and high school learners with flexible-to-adopt, ease-of-use, from-concrete-to-abstract, and from-observation-to-experimentation digital materials on computer science concepts and to fulfill the High School Computer Curricula of Taiwan 2010. Various types of digital media, such as graphics, pictures, animations, simulations, instructional games, etc., were employed to implement four types of learning objects, including examples of concrete experiences, contexts for reflective observation, conceptual models for abstract conceptualization and contexts for active experimentation. A quality evaluation of content expert review revealed that the design of ELCS instructional simulations were appropriate for learning computer science concepts as measured from the perspective of technology acceptance. Further efforts were suggested to examine the effectiveness of types of instructional simulations for the target learners.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122055728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multi-objective Evolution of Neural Go Players","authors":"Kar Bin Tan, J. Teo, P. Anthony","doi":"10.1109/DIGITEL.2010.19","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.19","url":null,"abstract":"Solving multi-objective optimization problems (MOPs) using evolutionary algorithms (EAs) has been gaining a lot of interest recently. Go is a hard and complex board game. Using EAs, a computer may learn to play the game of Go by playing the games repeatedly and gaining the experience from these repeated plays. In this project, artificial neural networks (ANNs) are evolved with the Pareto Archived Evolution Strategies (PAES) for the computer player to automatically learn and optimally play the small board Go game. ANNs will be automatically evolved with the least amount of complexity (number of hidden units) to optimally play the Go game. The complexity of ANN is of particular importance since it will influence the generalization capability of the evolved network. Hence, there are two conflicting objectives in this study; first is maximizing the Go game fitness score and the second is reducing the complexity in the ANN. Several comparative empirical experiments were conducted that showed that the multi-objective optimization with two distinct and conflicting fitness functions outperformed the single-objective optimization which only optimized the first objective with no selection pressure selection on the second objective.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126466771","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Design-Based Action Research in the World of Robot Technology and Learning","authors":"G. Majgaard","doi":"10.1109/DIGITEL.2010.21","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.21","url":null,"abstract":"Why is design-based action research methodology important in the world of robot technology and learning? This article explores how action research and interaction-driven design can be used in the development of educational robotic tools. Our case study is the development of “Fraction Battle” which is about learning mathematical fractions in primary school. An outdoor digital playground is taken into the classroom and then redesigned to create the game. The article argues for interaction design taking precedence over technology- or goal- driven design in the development of educational tools.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121528756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}