V. Aleven, E. Myers, Matthew W. Easterday, A. Ogan
{"title":"Toward a Framework for the Analysis and Design of Educational Games","authors":"V. Aleven, E. Myers, Matthew W. Easterday, A. Ogan","doi":"10.1109/DIGITEL.2010.55","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.55","url":null,"abstract":"We describe and illustrate the beginnings of a general framework for the design and analysis of educational games. Our students have used it to analyze existing educational games and to create prototype educational games. The framework is built on existing components: a method for precisely specifying educational objectives, a framework for relating a game’s mechanics, dynamics, and aesthetics, and principles for instructional design grounded in empirical research in the learning sciences. The power of the framework comes from the components themselves, as well as from considering these components in concert and making connections between them. The framework coordinates the many levels at which an educational game must succeed in order to be effective. We illustrate the framework by using it to analyze Zombie Division and to generate some redesign ideas for this game.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"411 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":"132865833","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 Pac-Man Game on Campus Using GPS Location Information and Shortest Path Algorithm","authors":"Mei-Yi Wu, Shang-Rong Tsai, Jingshu Wang, Yu-Chen Chuang","doi":"10.1109/DIGITEL.2010.33","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.33","url":null,"abstract":"In this study, a novel location-based service which fulfills the Pac-Man game by retrieving the users’ location information with GPS equipments in a natural campus environment is proposed. We design an integrated communication architecture of the client (PDA) and the server (Web server), and transform the GPS position information into the corresponding coordinates on campus e-map to implement this system. Dijkstra‘s Algorithm is used for the path planning of ghost chasing. This scheme has been implemented on the campus of Chang-Jung Christian University in Taiwan. The interfaces for both the client (PAD) and the server (Web server) of running this system are also illustrated in this paper.","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":"132161315","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}
Oskar Y. M. Ku, Jesse C. Y. Wu, Blake C. J. Yang, T. Chan, Denise H. Wu
{"title":"Effects of Digital Game-Based Extensive Mental Calculation Practice","authors":"Oskar Y. M. Ku, Jesse C. Y. Wu, Blake C. J. Yang, T. Chan, Denise H. Wu","doi":"10.1109/DIGITEL.2010.42","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.42","url":null,"abstract":"Mental calculation is an important and fundamental skill. The performance of mental calculation can gain considerable improvement through extensive practice. However, extensive practice usually makes students bored. Digital game was suggested as a good element to enhance students’ motivation to learn. Therefore, turning extensive mental calculation practice into game is potentially a good way to engage student in extensive practice. Four mini games were designed in this study as the extensive practice environment. Students’ performances were analyzed based on high, mid, and low achievement levels. The results were discussed in five aspects: (1) accuracy; (2) response time; (3) time on task; (4) motivation; (5) engagement. Generally speaking, we receive positive result on all five aspects, but there were some differences among different achievement level students. Further studies are needed to solve these problems.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"33 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":"132589847","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":"Applying Speech Techniques to Practice Listening and Speaking Skills for EFL Learners: An Exploratory Study","authors":"Ming-Kuan Tsai, S. Young","doi":"10.1109/DIGITEL.2010.15","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.15","url":null,"abstract":"This study applies speech techniques to assist English-as-a-Foreign-Language (EFL) learners to practice listening and speaking skills. In Taiwan, although EFL learners started learning English when young, they had a few opportunities for practicing English during the daily oral conversation. Integrating Computer-Assisted Language Learning (CALL) programs and the Internet seems to be a solution to improving this condition. In a case study, an approach was proposed. Several EFL learners applied the developed CALL program to perform self-practice. Based on the evaluation, the participating learners benefited from this speech-enabled program.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"41 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113962134","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}
Stephan Samuelson, H. Halff, Lawrence Halff, Christopher Brown
{"title":"Multilayered Games for Science Education","authors":"Stephan Samuelson, H. Halff, Lawrence Halff, Christopher Brown","doi":"10.1109/DIGITEL.2010.29","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.29","url":null,"abstract":"Electronic games have significant potential for overcoming major difficulties in science education, namely, the necessity for practice, the abstract, complex nature of the material, and the sparse opportunities for observation. A role-playing game with a many-layered story that reflects the structure of the domain can use several mechanisms for enhancing learning. These mechanisms include story-domain mapping, practice in the fantasy context, and virtual laboratories. That the player becomes the hero of the game story also helps him or her incorporate the lessons taught by the game.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"566 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":"116247403","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":"Social Praxis Within and Around Online Gaming: The Case of World of Warcraft","authors":"C. Herodotou","doi":"10.1109/DIGITEL.2010.31","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.31","url":null,"abstract":"Games change their form as technology changes its forms: from early single player or multiplayer co-located games, many games are now online, real-time, massively multi-player experiences. A current research challenge is to understand gamers’ persistent involvement with games by considering their social practices within and around the game. This is important as it may have an impact on how we design successful technology-enhanced learning experiences. A Massively Multiplayer Online Role-Playing Game (MMORPG), World of Warcraft was investigated. Data were collected from a large-scale online survey (1051 responses) as well as in-depth interviews. Findings revealed a range of collaborative and competitive relationships developed during gameplay. What motivates ongoing long-term participation was found to be social praxis along with significant others i.e., online and real-life friends as well as family members. Gaming becomes habitual when overcoming the boundaries of virtuality to become blurred with reality.","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":"132280182","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":"Applying Lag Sequential Calculation and Social Network Analysis to Detect Learners' Behavioral Patterns and Generate Automatic Learning Feedback-Scenarios for Educational MMORPG Games","authors":"H. Hou","doi":"10.1109/DIGITEL.2010.16","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.16","url":null,"abstract":"In the era of Web 2.0, educational digital games are trending to design learning scenarios which promote social interaction and knowledge constructions. Moreover, educational MMORPG games are possibly to achieve higher social knowledge construction by making instant analysis of behavioral patterns of learners as game players and corresponding game scenarios are generated instantly according to instructional strategies to enhance social interaction. A framework of automatic behavioral detection/analysis mechanism for multi-player interactive educational game combing Lag Sequential calculation and Social Network Analysis is proposed in this study. Teachers and researchers are able to set various feedback rules and scenarios according to the analyzed behavior patterns for facilitating the interaction and learning of learners.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"1 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":"128773181","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":"Quest Island: Developing Quest-Driven Learning Model by Blending Learning Tasks with Game Quests in a Virtual World","authors":"Zhi-Hong Chen, Calvin C. Y. Liao, T. Chan","doi":"10.1109/DIGITEL.2010.52","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.52","url":null,"abstract":"Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students’ goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students’ goal content and goal intensity. Data of attempted quests also supported game quests’ positive influence on goal setting. However, students’ academic achievements did not reveal significant differences between the two versions with and without game quests.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"59 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":"114076214","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}
M. Jong, F. Lee, Jimmy Ho-man Lee, Junjie J. Shang
{"title":"A Case Study of a Non-gamer Student's Learning Process in VISOLE","authors":"M. Jong, F. Lee, Jimmy Ho-man Lee, Junjie J. Shang","doi":"10.1109/DIGITEL.2010.56","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.56","url":null,"abstract":"VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a constructivist pedagogical approach to empower game-based learning. With near real-life simulation gaming context and teacher facilitation (scaffolding and debriefing), VISOLE aims at providing students with opportunities to acquire subject-specific knowledge in a multi-disciplinary fashion as well as sharpen their higher-order thinking skills. This paper discusses a case study carried out in Hong Kong for investigating a non-gamer student’s learning process in VISOLE. The study revealed there were a number of impeding phenomena emerged during the course of this non-gamer student’s participation in VISOLE. Nevertheless, it was found that teachers’ facilitation (the designated teacher facilitation tasks specified in VISOLE, and some new teacher interventions) was able to mitigate or overcome these impeding phenomena. The findings provided insight into the enhancement of the existing design and classroom implementation of VISOLE.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"54 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":"127620103","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":"Building Your Own Tangible Virtual World: A Design of an RFID-Based Tabletop Game Platform","authors":"Jingyu Tan, P. Rau","doi":"10.1109/DIGITEL.2010.53","DOIUrl":"https://doi.org/10.1109/DIGITEL.2010.53","url":null,"abstract":"Augmented tabletop game is one genre of pervasive games which attempt to combine the advantages of both traditional game and computer game and to remedy their disadvantages by using the context-aware computing technology. In this paper, the design of an augmented tabletop game platform is introduced in detail. This platform uses an RFID reader matrix to satisfy the requirements of flexibility and programmability of developing augmented tabletop games. Based on this platform, augmented tabletop games can be developed by using the imagination and creativity of players. This platform is also designed for educational purposes.","PeriodicalId":430843,"journal":{"name":"2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning","volume":"63 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":"128631142","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}