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2009 | Buch

Transactions on Edutainment III

herausgegeben von: Zhigeng Pan, Adrian David Cheok, Wolfgang Müller, Maiga Chang

Verlag: Springer Berlin Heidelberg

Buchreihe : Lecture Notes in Computer Science

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Über dieses Buch

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.

Inhaltsverzeichnis

Frontmatter

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
Abstract
This paper focuses on the use of a commercial game, [COTS (Commercial off-the-shelf games for learning)], as a main motivating and educational tool, to make kids of 11 years old aware of the relationship, between every day actions and activities with emissions. It also intends to prove that, with the use of the game, a satisfactory level of modified behaviour towards the concept of sustainability is achieved by changing attitudes and taking actions. Furthermore, it intends to introduce a method, which is related to the efficient implementation of COTS, in primary school, educational projects.
Panagiotis Tragazikis, Michael Meimaris
Doing It Right: Combining Edutainment Format Development and Research
Abstract
This paper is an effort to describe the synergy achieved by combining research and cross media edutainment format development. At MediaCity we a) develop formats and b) market them. But to be able to make an efficient development of them we also need to c) research into them, from a user’s point of view. A presentation is given to the development process of “The Space Trainees”: what is it? How has it been developed? What does it look like at this phase of development? How have we involved testing and research? What kind of methods for combining development and research do we see as the best ones? What results so far and what kind of an impact have they had on the developmental work?
Simon Staffans, Annika Wiklund-Engblom, Marc Hassenzahl, Susanne Sperring
Edutainment Robotics as Learning Tool
Abstract
Many constructivist technologies allow students to improve problemsolving strategies and learning in educational settings, encouraging teamwork and creativeness. Hence, in didactic contexts, the building, design and programming of Lego® MindStormsTM robots entertain students, stimulating technological and social factors. In this paper, we investigated the knowledge acquisition of a Lego Robotics system in University students, who had to create a robot able to take part in a race and avoid an obstacle placed in an arena. The learners’ documentation of each phase of the task (reports, schemes, photos and videos) was analyzed as cognitive fingerprints of subjects’ mental activities.
Eleonora Bilotta, Lorella Gabriele, Rocco Servidio, Assunta Tavernise
SoundTag: RFID Based Wearable Computer Play Tool for Children
Abstract
Outdoor play is an important activity in young children’s lives which should be encouraged. Cultural and social demographic data inform of decreasing numbers of children and shortage of playgrounds around urban areas. Technological advancements such as television and computer games have influenced children’s recreational activities so that they prefer to play indoors rather than outdoors. In order to motivate children to play outside we propose technologically supported play tool titled ‘SoundTag’. This is a Radio Frequency Identification (RFID) based wearable system that uses sound interaction. We deployed two types of SoundTag system. The first one is the interactive wearable system with sound feedback. And the second one is interactive sound feedback with sound recording system. In this paper, we detail the concept of the system and related design theory. A pilot experiment with the first SoundTag system is reported where we observed the system in use. And followed by the observation of the experiment, the second SoundTag system is deployed and the preliminary experiment is reported.
Ryoko Ueoka, Hiroki Kobayashi, Michitaka Hirose
A Comparison between Drill-Based and Game-Based Typing Software
Abstract
Typing skill is a very important skill for students now, and it’s a critical issue about how to train and improve students’ typing skill. In the past, it was a common strategy to design software for students to practice their typing skill. Because of the differences in the design approaches, different types of typing software, drill-based and game-based software show up. This study compared the learning genres and the effect on typing speed. Experimental design was used to verify the statistical hypothesis in this study. The experimental group used game-based typing software, and the control group used drill-based typing software. The results of pre-test and post-test were compared to evaluate the effect of different types of typing software. The result showed that both game-based and drill-based typing software could improve students’ English typing speed. Besides, different types of typing software had different advantages and disadvantages. Finally, some suggestions were proposed for typing software design.
Chun-Hung Lin, Eric Zhi-Feng Liu
Widget-Based Simulator for Testing Smart Space
Abstract
In this paper, we propose a widget-based simulator for testing smart space by using virtual space. It is especially useful within this simulation field, because virtual space alleviates limited constraints such as time, space, technique, and cost. Researchers within this ubiquitous computing field use virtual space to simulate entities such as sensors, actuators, and services. Previous works focus more on systematic functions rather than simulation space configurations, and they consider only single service unit simulations. However, our proposed simulator focuses on the easy configuration of simulation space, which users want, and the simulation of entities such as detailed units (e.g., actuators, sensors, and context-awareness). Our simulator supports the set up of a variety of services by using dynamic links. For the design of our simulator, we consider widget-based virtual entities and plug-in techniques. We configure a virtual smart home in order to test our proposed simulation. We also evaluate the robustness of our proposed simulation. Finally, the proposed simulator is expected to provide a simulation environment in which simulation space and testing are made more effective for users.
Changgu Kang, Yoosoo Oh, Woontack Woo
Entertaining Education – Using Games-Based and Service-Oriented Learning to Improve STEM Education
Abstract
This paper addresses the development of a computer game design and development curriculum at the authors’ institution. The basis for curriculum decisions, as well as comparison to the other institutions’ curricula is covered. In situating the curriculum within the current degree programs, games-based versions of existing courses are also being offered. The experience of the authors with the initial offering of a games-based introductory programming course is also explained, along with the initial assessment of results from the experience. Our experience of using games-based learning in an introductory laboratory is presented. Finally, we demonstrate how games-based learning can be extended beyond the classroom as we work to promote science, technology, engineering, and mathematics (STEM) with local elementary schools; our current project develops an ocean ecosystem exploration game that teaches oceanography and ecological sustainability.
Jon Preston, Briana Morrison
Learning English through Serious Games – Reflections on Teacher and Learner Performance
Abstract
In this paper I shall discuss the potential of educational games (Serious Games) for teaching and learning English online focusing on user engagement, performance and design. The paper builds on data from a research project, Serious Games on a Global Market Place in which a platform for learning English as a foreign language in primary school (www.Mingoville.com) has been studied in the context of English as a foreign language in Denmark. On the basis of the initial research results from the project I am proposing that performance and engagement through Serious Games for language learning should be understood in the context of gaming and learning as both separate and interconnected processes. In this connection the mediating role of the teacher is particularly significant.
Bente Meyer
Motivational Factors in Educational MMORPGs: Some Implications for Education
Abstract
Studies have shown that motivation is an important factor positively related to learning outcomes. Thus, educators have tried to combine digital games with teaching materials to motivate students participating in learning activities for the past two decades. However, most studies so far view games as universally motivating rather than acknowledging that several factors may be at work within games to influence motivation. We feel it is important to understand the various factors in educational games that motivate students. Twenty 5 th grade students in KaoHsiung, Taiwan participated in a study. Each participant completed a motivation and overall attitude questionnaire after playing educational MMORPGs. Results suggest that four factors motivated students to play the game provided, and allow extension to other educational MMORPGs: achievement (desire for competition with a standard of excellence), social (collaboration with others and building social networks), immersion, and the completeness of instructional mechanisms. Implications for both educators and educational game designers are provided.
Kuo-Hsun Hung, Charles Kinzer, Cheng-Ling Alice Chen
A Distributed Multi-agent Architecture in Simulation Based Medical Training
Abstract
This paper addresses the issues of distributed interactions in a simulation based medial training environment, where a team of doctors, nurses and assistants are trained for handling difficult delivery situations using simulations. A scripting language is proposed, using a metaphor of play, with which the timing and mapping issues in distributed presentations are covered. A generic architecture for the systems is also presented, which covers the timing and mapping issues of conducting such a script in a medical training environment. The difference between playing a medical training scenario and playing a multimedia entertainment scenario is discussed, based on which the future research and development are proposed.
Jun Hu, Loe Feijs
Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations
Abstract
Reward is the simplest way to motivate students in education. It can encourage students to learn and get immediate achievement. Moreover, it is also has potential to construct students’ intrinsic motivation. However, traditional rewards are often less valuable thus can’t keep motivating students, e.g. symbolic rewards like stars or stickers can’t be used by the students after the class; therefore, the values of symbolic rewards are not appreciated by the students. This research designs cards of a self-developed computerized trading card game (TCG) as educational rewards in order to inspire students learning, e.g. higher learning performance a student shows up, higher level cards the student would receive from the teacher. And of course, the student would have higher chances to beat other players in the TCG. Through the TCG, the rewards can hold students’ interest for longer.
Peayton Chen, Rita Kuo, Maiga Chang, Jia-Sheng Heh
Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form
Abstract
We developed a sketch learning environment with a diagnosis function and the ability to guide drawing from a rough form to detail a detailed contour form. We use a cup and a dish as motifs. When a learner uses the environment, the system first requires the learner to draw a circumscribed-rectangle of the motif’s view on paper. Then, the system diagnoses the circumscribed-rectangle and advises the learner if it has errors. The system guides the learner from a rough form to a detailed contour form by repeatedly drawing circumscribed-rectangles. We evaluated the environment and confirmed a significant learning effect.
Masato Soga, Shota Kuriyama, Hirokazu Taki

Regular Papers

Application of Visualization in Virtual Endoscopy System
Abstract
Application of visualization in virtual endoscopy is researched in this paper. Boundary model and local feature structure are used to realize tissue segmentation. A new efficient algorithm based on distance transform is presented to solve path planning. As to real-time processing, a frame in virtual endoscopy is divided into near viewpoint part and far viewpoint part based on volume data characteristics in our method. In the aspect of scene rendering, a ray casting algorithm based on the boundary voxel is proposed. The voyage images can be rendered in real time with high quality in virtual endoscopy system by using of these techniques.
Yanjun Peng, Rong Hua, Weidong Zhao, Xinming Lu
Design and Implementation of Virtual Museum Based on Web3D
Abstract
In recent years, virtual museum has become more and more widespread and it plays an important role for effective utilizing of collected resources and protecting historical and cultural heritage and restoration of cultural relics. Moreover, virtual museum can make museum virtual resources to be spread and shared more broadly though Internet. This article takes “We are Yiwunese” virtual museum as an example and proposes how to develop a Web3D-based virtual museum. There are three main sections in the article: (1) Web3D technology; (2) development process of virtual museum based on Web3D; (3) functions and implementation of a practical virtual museum. The aim of the study is to provide some valuable references for development of virtual museum in the future.
JianPing Zhang, YuHui Yang
Large Area Interactive Browsing for High Resolution Digitized Dunhuang Murals
Abstract
The Dunhuang Motao Grottoes consist of about 45000 square meters murals, which are the most important part of the Dunhuang Art. As Dunhuang murals are rich in contents, large in sizes and amounts, high resolution and high fidelity acquisition techniques are required for storage. It is significantly important to exhibit the murals vividly and tell the recondite stories to the public. How to browse these high resolution mural images effectively is an important technical issue. In the paper, a novel multi-resolution image partition method is presented, thus the system can efficiently load and splice these partitioned images with proper resolution during browsing. A natural gesture interaction approach is also brought forward for convenient browsing of the murals. Gesture detection is used to get the moving and zooming operation instructions from the user. Using gesture approaches, the user can interact with the system without wearing or operating any device, but swinging the arms. The results show that the system can effectively exhibit high resolution mural images with convenient interactions.
Qingshu Yuan, Dongming Lu, Qi Wu, Gang Liu
Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model
Abstract
Information science has been widely used in many aspects, such as e-learning, educational games and smart home. In environment above, the study of virtual human can make human-computer interaction more natural. This paper associated emotional decision with virtual human’s active control. It can make the virtual human in smart home generate some inner directed behaviors. Meanwhile, it came up with a mode called finding exit to solve the problem that there are a lot of ring-shaped obstacles. This mode improved the basic obstacle-avoiding behaviors. Then with the organic combination of emotion, memory and behavior, the autonomous active controlling system of virtual human in smart home is realized.
Fenhua Wang, Xiaodan Huang, Zhiliang Wang
An XML-Based Interface Customization Model in Digital Museum
Abstract
In this paper we present a XML-based interface customization model used in the construction of digital museum. Traditional component developing methods pay more attention to the function implementation. Meanwhile the interface and function realization are generally written together. In contrast the system interface is hard to implement and bald. Indeed, users usually want to customize Web interface as they like, namely interface customization. That is they want to realize the Web interface customized and dynamically. The presented model in this paper can achieve the separation of interface and function. The system architecture is composed of three layers, which are presentation layer, operation layer and data layer. In our model we employ XML as the main technology for the system construction. And the configuration process is also depicted in the paper. At the end of the paper, we give some applications of this model: the construction of the Web interfaces of the Archaeological Digital Museum of Shandong University and the Ancient Digital Technologies Museum.
Rui Wang, Chengwei Yang, Jinyu Xu, Chenglei Yang, Xiangxu Meng
Animation as an Aid for Higher Education Computing Teaching
Abstract
Undergraduate computing courses now cover aspects of computing ranging from the more formal computer science and software engineering, through traditional computer studies and information systems to multimedia courses and more recently specialist areas such as computer games, computer animation and computer forensics. In this paper we examine the potential use of animation for supporting teaching on the range of computing courses currently available within UK higher education. Experiments were conducted with groups of UK undergraduate computing students to compare the perceived usefulness of animated and static learning materials for teaching computing concepts such as diagrammatical design techniques, computer games development techniques and the mathematical techniques underpinning multimedia development. Overall animated learning materials appeared to be perceived as being more useful to undergraduate computing students than traditional static learning materials for learning such concepts.
Mark Taylor, David Pountney
Bringing Integrated Multimedia Content into Virtual Reality Environments
Abstract
Most of the tools and languages for modeling Virtual Reality environments, such as VRML, X3D, Java3D, etc. do not allow the description of synchronized presentation of multimedia content inside these environments. Multimedia capabilities motivate users capturing their attention, which is actually an asset when we want to provide them with a higher degree of immersion inside Virtual Reality applications. This paper presents a robust and generic solution for the integrated presentation of different kinds of media objects inside virtual environments based on the Graphical Engine OGRE.
Paulo N. M. Sampaio, Laura M. Rodríguez Peralta
Virtual Reality House for Rehabilitation of Aphasic Clients
Abstract
In this paper, the rationale for the development and the process of creating the Virtual ELA® (Everyday Life Activities)-House are described. The Virtual ELA®-House is an innovative therapy program designed for use with clients with language and speech disorders and/or with other cognitive neuropsychological disorders, which result from brain damage, e.g. aphasia, apraxia of speech, neglect, etc. The Virtual Reality setting is chosen as a modern and relevant therapy setting which imitates real everyday life scenarios. Computer supported cognitive and language therapy allows for repetitive application in the clinical and home setting which is necessary for learning to take place. The advantages of employing a software program based on a Virtual Environment, in particular the Virtual ELA® -House, are discussed.
Milán Horváth, Csaba Dániel, Jacqueline Stark, Cecília Sik Lanyi
Investigating the Effects of Educational Game with Wii Remote on Outcomes of Learning
Abstract
In this study, a Health Education based game using the Nintendo Wii remote was developed and then tested on groups of students. To validate our claim that the use of Tangible User Interfaces (TUIs) in educational games, in particular the Nintendo Wii remotes leads to favorable outcomes of learning, a four-part construct have been explored: memoability with regards to learning, fun, enjoyment, and interest and motivation in learning. First it is hypothesized that the use of TUI in the game enhances memoability and improves subject proficiency. Second, it is hypothesized that the use of TUI in the game enhances fun and enjoyment, interest and motivation in learning, which in turn leads to improved quality of learning. Results of the study yielded positive outcomes for both subjects. Given these positive results, we conclude that the uses of TUIs in educational computer games can lead to favorable outcomes of learning.
Jeng Hong Ho, Steven ZhiYing Zhou, Dong Wei, Alfred Low
Using Computer Games for Youth Development
Abstract
Correlation studies have shown that games can influence self-development of youth, resolve conflict and discord in their development, and develop their skills, etc. Referring to R.M.Gagne’s theory of learning outcomes, the paper demonstrates the impacts of games on youth development from the perspective of the object, specifically including four aspects: games and the learning of verbal information, games and the development of intellectual skill, games and the development of psychomotor skill, and games and the formation of attitude.
Ruwei Yun, Yanyan Jiang, Yi Li
Backmatter
Metadaten
Titel
Transactions on Edutainment III
herausgegeben von
Zhigeng Pan
Adrian David Cheok
Wolfgang Müller
Maiga Chang
Copyright-Jahr
2009
Verlag
Springer Berlin Heidelberg
Electronic ISBN
978-3-642-11245-4
Print ISBN
978-3-642-11244-7
DOI
https://doi.org/10.1007/978-3-642-11245-4

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