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2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07)

26-28 March 2007

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Displaying Results 1 - 25 of 55
  • The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning - Cover

    Publication Year: 2007, Page(s): c1
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  • The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning - Title Page

    Publication Year: 2007, Page(s):i - iii
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  • The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning - Copyright

    Publication Year: 2007, Page(s): iv
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  • The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning - Table of contents

    Publication Year: 2007, Page(s):v - viii
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  • Preface

    Publication Year: 2007, Page(s): ix
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  • DIGITEL 2007 Chairs

    Publication Year: 2007, Page(s): x
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  • DIGITEL 2007 Program Committee

    Publication Year: 2007, Page(s):xi - xii
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  • DIGITEL 2007 Secretariat

    Publication Year: 2007, Page(s): xiii
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  • Technology and the Work of Children

    Publication Year: 2007, Page(s): 3
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (58 KB)

    Summary form only given. One of the most enduring and marvelous traditions of children's culture has been that of craftwork - the creation of personal, homemade items from everyday materials. Often, this tradition is described as a kind of counterweight to the influence of technology: where technology is associated with (say) the Web, or video games, or robotics, children's crafts by contrast are ... View full abstract»

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  • Hard Fun: Cognition and Emotion at Play

    Publication Year: 2007, Page(s): 4
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (57 KB)

    Summary form only given. Is there any reason to believe that we really can blend fun and learning? And if so, can we do it systematically? In this talk, we will develop the alignment between learning and engagement, highlighting the synergy between cognitive and emotional elements that tell us that we should make learning 'hard fun'. Then we'll talk about the learning design process, and show how ... View full abstract»

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  • What can Children Learn through Game-based Learning Systems?

    Publication Year: 2007, Page(s):5 - 7
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (127 KB) | HTML iconHTML

    In this talk, the author presents key ideas and underlying philosophies of our research projects. He also describes about several systems for supporting children's collaborative learning, such as CarettaKids, T-RHYTHM, and so on. Lessons learned through the design and evaluation of these systems, and some thoughts for DIGITEL researches are discussed. View full abstract»

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  • EduBingo: Design of Multi-level Challenges of a Digital Classroom Game

    Publication Year: 2007, Page(s):11 - 18
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (183 KB) | HTML iconHTML

    Some researches suggest that well-designed computer games can facilitate children's learning and motivation on mathematics (Klawe, 1998 and Randel et al., 1992). To sustain the fun in playing a learning game, according to the concept of "flow", students need a series of challenges to match their developing skills. This paper addresses two design questions: 1) How to transform a popular game into a... View full abstract»

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  • The Design of Learning Environments Using Videogames in Formal Education

    Publication Year: 2007, Page(s):19 - 24
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (105 KB) | HTML iconHTML

    The fundamental aim of this contribution is to analyze the design of learning environments using videogames in schools. This analysis is the result of work done by our research team in primary and secondary education in Spain. Our interest is to analyze how content and strategies in education should be learnt via the use of digital games. During the last decade, the amount of research on this fiel... View full abstract»

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  • Why Toys Shouldn't Work "Like Magic": Children's Technology and the Values of Construction and Control

    Publication Year: 2007, Page(s):25 - 32
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (604 KB) | HTML iconHTML

    The design and engineering of children's artifacts-like engineering in general - exhibits a recurring philosophical tension between what might be called an emphasis on "ease of use" on the one hand, and an emphasis on "user empowerment" on the other. This paper argues for a style of technological toy design that emphasizes construction, mastery, and personal expressiveness for children, and that c... View full abstract»

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  • "Silhouette-Box": An Interactive Interface for Modeling and Direct Manipulation in Mixed Reality

    Publication Year: 2007, Page(s):33 - 40
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (788 KB) | HTML iconHTML

    Recently, the trial that is going to use a virtual reality for mathematics education is performed. In particular, the effect of using for study of the space figure that cannot be expressed on the textbook or the blackboard is expected. In this paper, the learning system possessing the function which projects easily the object that the student imagined on a computer display, and the interface that ... View full abstract»

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  • An investigation of the differences between robot and virtual learning companions' influences on students' engagement

    Publication Year: 2007, Page(s):41 - 48
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (250 KB) | HTML iconHTML

    We investigate the differences of the influences between robot and virtual learning companions on students' engagement. From the analysis of our experimental result and interview, we found that virtual learning companion and robot learning companion both rose up students' motivation and engagement. The differences between these two types of learning companions is that one of them made subjects mor... View full abstract»

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  • Pedagogical Agents for Teacher Intervention in Educational Robotics Classes: Implementation Issues

    Publication Year: 2007, Page(s):49 - 56
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (246 KB) | HTML iconHTML

    Teachers working in robotics classes face a major problem: how to keep track on individual students' or even small groups' progress in a class of 30-40 students. A multi-agent environment to help teachers with this problem is based on having pedagogical agents to monitor students' interaction, robots' movements, and the construction and programming process of robots. Mobile interaction agents move... View full abstract»

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  • A Brief Survey of Distributed Computational Toys

    Publication Year: 2007, Page(s):57 - 64
    Cited by:  Papers (3)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (738 KB) | HTML iconHTML

    Distributed computational toys are physical artifacts that function based on the coordination of more than one computing device. Often, these toys take the form of a microcontroller network embedded in a children's construction kit. We present a survey of distributed computational toys. Although most of the toys we surveyed were built in the last five years and exist only as research projects, the... View full abstract»

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  • A Pilot Study on Virtual Interactive Student-Oriented Learning Environment

    Publication Year: 2007, Page(s):65 - 72
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (146 KB) | HTML iconHTML

    To make full use of the power of the Web, a new game-based situated learning paradigm - VISOLE (virtual interactive student-oriented learning environment) for Web-based teaching and learning was proposed, aiming to help students learn from near real-life experiences and social constructions of knowledge. To explore and validate its educational values, we conducted a pilot study in Hong Kong from M... View full abstract»

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  • Simulation-Based Game Learning Environments: Building and Sustaining a Fish Tank

    Publication Year: 2007, Page(s):73 - 80
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (238 KB) | HTML iconHTML

    This paper describes an approach, where an exploration-based simulation environment for conducting and observing science experiments is combined with a game environment to provide a learning environment that supports learning with understanding and transfer. We describe the components of the learning environment that includes active controls to create an "inspectable" simulation, and a formative a... View full abstract»

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  • LEGO Robot Programming Exercise Support for Problem Solving Learning with Game Strategy Planning Tools

    Publication Year: 2007, Page(s):81 - 88
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (254 KB) | HTML iconHTML

    In an introduction to C programming exercise, it is important for college students to promote their interest and motivation. The goal of programming exercise is to obtain the skill for problem solving by algorithmic thinking and program implementation. A teacher must give them attractive and concrete subjects. Robot contest and group collaboration is one of the suitable styles for the purpose. We ... View full abstract»

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  • AnswerMatching: A Competitive Learning Game with Uneven Chance Tactic

    Publication Year: 2007, Page(s):89 - 98
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (308 KB) | HTML iconHTML

    Individual ability differences are an everlasting phenomenon in a classroom. Competitive learning games that aim at drawing students' attention and excitement will inevitably hurt the self-esteem of those students with lower-skill levels. This paper describes the design of a small group competitive classroom game called AnswerMatching. Besides, we propose an approach to resolving the individual ab... View full abstract»

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  • Implementation and Evaluation of EduBingo for Arithmetic Drill

    Publication Year: 2007, Page(s):99 - 103
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (151 KB) | HTML iconHTML

    Bingo is a universally known, popular, and easy-to-play game. Following bingo rules with some modifications, we have designed and implemented a game, called EduBingo, for practicing mathematics fractions. The game was implemented and experimented in a 'one-to-one' technology enhanced classroom, where every student learns with a wireless enabled computing device. The experiment investigated student... View full abstract»

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  • My-Pet-and-Her-Friends: Identifying Educational Roles of Animal Companions in Game-based Learning Environment

    Publication Year: 2007, Page(s):104 - 108
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (219 KB) | HTML iconHTML

    Virtual characters simulated by computers have been a subject for research and development in both artificial intelligence in education (AIED) and video game design. Between AIED and video games there is an emerging enterprise, that is, virtual characters in video learning game design. This paper proposes a profile-driven-interaction (PDI) framework which borrows the design experience of virtual c... View full abstract»

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  • Motivate AI Class with Interactive Computer Game

    Publication Year: 2007, Page(s):109 - 113
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (336 KB) | HTML iconHTML

    This paper reports adapting traditional Pacman game with machine learning technology case-based reasoning (CBR) to provide student learning motivation in the AI subject teaching. The paper explains how the study transforms the SOAR tutorial EATER game's playing rules as a platform to experience that CBR (or AI) agent plays with human player in a shared running-map for finding the CBR agent's best ... View full abstract»

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