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Digital Game and Intelligent Toy Enhanced Learning (DIGITEL), 2012 IEEE Fourth International Conference on

Date 27-30 March 2012

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  • DIGITEL 2012 - Fourth IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning [Cover]

    Publication Year: 2012, Page(s): C1
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  • Proceedings. 2012 Fourth IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning - DIGITEL 2012 [Title page i]

    Publication Year: 2012, Page(s): i
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  • Proceedings. 2012 Fourth IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning - 27-30 March 2012 / Takamatsu, Kagawa, Japan [Title page iii]

    Publication Year: 2012, Page(s): iii
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  • [Copyright notice]

    Publication Year: 2012, Page(s): iv
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  • 2012 Fourth IEEE International Conference On Digital Game And Intelligent Toy Enhanced Learning - DIGITEL 2012 - Table of contents

    Publication Year: 2012, Page(s):v - ix
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  • Preface

    Publication Year: 2012, Page(s): x
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  • Conference committees

    Publication Year: 2012, Page(s):xi - xiii
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  • Reviewers

    Publication Year: 2012, Page(s):xiv - xv
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  • Keynote speakers

    Publication Year: 2012, Page(s):xvi - xvii
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (106 KB)

    Summary form only given. Supporting sustainability with software is often summed up in the expression Green IT and directly relates to the reduction of CO2 emissions and energy used by IT. The amount of CO2 used in the IT industry covers 2% of the overall CO2 emissions. Green by IT describes the influence of appropriate software to the remaining 98% of the industry. We estimate that the effect of ... View full abstract»

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  • Drawing-Based Simulation for Primary School Science Education: An Experimental Study of the GearSketch Learning Environment

    Publication Year: 2012, Page(s):1 - 8
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (342 KB) | HTML iconHTML

    Touch screen computers are rapidly becoming available to millions of students. These devices make the implementation of drawing-based simulation environments like Gear Sketch possible. This study shows that primary school students who received simulation-based support in a drawing-based learning environment performed better than students who did not receive this support. Furthermore, the students ... View full abstract»

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  • GETOLS: Game Embedded Testing of Learning Strategies

    Publication Year: 2012, Page(s):9 - 16
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (480 KB)

    Learning strategies are typically tested in rather conventional test settings, using questionnaires or observation as a method of information acquisition. However, such conventional test settings are far from the test taker's everyday life situation and might therefore evoke stress. Embedding a learning strategies test into an educational computer game, provides several advantages over the convent... View full abstract»

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  • Kill it or Grow it.: Computer Game Design for Playful Math-Learning

    Publication Year: 2012, Page(s):17 - 24
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1224 KB) | HTML iconHTML

    Creating playful games to support domain-specific learning is a complex task. This paper presents the design and development of Prime Slaughter, a computer game to play with abstract mathematical concepts, like factorization and primality. The target group is composed of primary and early secondary school students. Following the findings of a participatory design study about children interaction i... View full abstract»

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  • Studying the Effect of Tutor Learning Using a Teachable Agent that Asks the Student Tutor for Explanations

    Publication Year: 2012, Page(s):25 - 32
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (833 KB) | HTML iconHTML

    We have built Sim Student, a computational model of learning, and applied it as a peer learner that allows students to learn by teaching. Using Sim Student, we study the effect of tutor learning. In this paper, we discuss an empirical classroom study where we evaluated whether asking students to provide explanations for their tutoring activities facilitates tutor learning - the self-explanation ef... View full abstract»

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  • The Problem Solving Skills and Learning Performance in Learning Multi-Touch Interactive Jigsaw Game Using Digital Scaffolds

    Publication Year: 2012, Page(s):33 - 38
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (433 KB) | HTML iconHTML

    Multi-touch technology has become increasingly popular interactive technology of applied in digital game and education. The displays with multi-touch technology are responsive enough to support a wide variety of applications. Digital game offers instant feedback and interactivity in a game-based learning environment. In this study, we have designed a multi-touch interactive jigsaw game for learnin... View full abstract»

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  • Using Data Mining to Support Teacher's Intervention in a Robotics Class

    Publication Year: 2012, Page(s):39 - 46
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (603 KB) | HTML iconHTML

    Following students' progress in robotics classes is difficult because student groups usually take different and unpredictable paths in problem solving. To improve teachers' possibilities for intervention at the right time, Open Monitoring Environment allows the teacher to monitor and model the learning process based on the data rising from the current learning setting. Since the amount of data tha... View full abstract»

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  • A Prototype on a Meta-model for Designing Instructional Pervasive Games

    Publication Year: 2012, Page(s):47 - 51
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (221 KB) | HTML iconHTML

    Instructional pervasive game (IPG) is an innovative way in accomplishing m-learning. It has been introduced by various literatures in the past few years. An important critic of IPG is that most game strategy does not take into consideration the anthropological data pertaining to the specific context of use. In response to this issue, we proposed a prototype of a meta-model which puts together seve... View full abstract»

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  • A Web-based Traveling Game for the Preservation of Lanna Culture

    Publication Year: 2012, Page(s):52 - 56
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (429 KB) | HTML iconHTML

    The Internet is currently a very popular resource for young people. The Internet is characterized by its convenience and easy accessibility from everywhere and at anytime. At the same time, there are also several approaches of passing on knowledge via internet. Web-based edutainment game which refers to tourist destinations is one approach. In addition, learning through knowledge game is more inte... View full abstract»

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  • Applying a Grammatical Structure to Practice Game Design on Non-Computer Games

    Publication Year: 2012, Page(s):57 - 61
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (720 KB) | HTML iconHTML

    In this paper, we propose a pedagogical approach based on the sentence grammar to teach an introductory game design course. Different from the conventional game design courses concentrated on developing computer games, we advocate exercising non-computer games. In our approach, we elucidate the importance of understanding the core idea of a game by executing the game analysis to extract an identic... View full abstract»

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  • Development of a Multiplayer Online Role-Playing Game-based Learning System for Multiple Curriculums

    Publication Year: 2012, Page(s):62 - 66
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (424 KB) | HTML iconHTML

    Integrating games into learning process can be summarized into three approaches: (1) Using multimedia technologies to content presentation for edutainment purpose, (2) repurposing commercial off-the-shelf (COTS) games to assisting in learning for educational purpose, and (3) a hybrid way to design specific games that seeks a balance between fun and educational content. In this paper, we propose a ... View full abstract»

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  • Game Regulated Applied Integrated Learning: A System for Post-formal Education

    Publication Year: 2012, Page(s):67 - 71
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (700 KB) | HTML iconHTML

    21st century education is challenged to provide individuation, self-direction, and applicability to practical life situations. Responses include learning by doing, learning by making, and learning by teaching, and also rethinking education as a process of being and becoming. Game based learning is presented as a complement or alternative to traditional formal education, highlighting eng... View full abstract»

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  • Integrating Domain Experts in Educational Game Authoring: A Case Study

    Publication Year: 2012, Page(s):72 - 76
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1616 KB) | HTML iconHTML

    Authoring educational games introduces difficult problems because it is the product of multidisciplinary work, integrating very different experts with different backgrounds that use different terminology. In this paper we discuses how a team composed of computer science experts, an education expert and two medical experts successfully tacked the problem of designing and implementing an educational... View full abstract»

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  • Investigating the Fluidity of Performance in an Educational Digital Game

    Publication Year: 2012, Page(s):77 - 83
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (254 KB) | HTML iconHTML

    In schooling, high-ability students in a classroom always perform better, whereas low-ability students often perform worse. The stability of performance may hurt students' affects. However, students are engaged in games that they are playing. In most cases, they sometimes win and sometimes lose. This study terms such a property of games as "the fluidity of performance". Furthermore, this study aim... View full abstract»

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  • Micro Culture: Interactive Storytelling and Learning in the Museum

    Publication Year: 2012, Page(s):84 - 88
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (319 KB) | HTML iconHTML

    This paper proposes a playful learning scenario, to enhance children's museum experience, and the design of Micro Culture, a new learning platform. Micro Culture has been developed through a participatory design process, involving around 25 children. The perspective proposed in this paper is focused on enhancing existing storytelling practices, so to provide a more tangible grounding to the commun... View full abstract»

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  • The Transformation of Adventure Education into Digital Game-based Counseling

    Publication Year: 2012, Page(s):89 - 93
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (208 KB) | HTML iconHTML

    This paper presents the designing process of the transformation of adventure education into digital games for the counseling purposes. Two collaborative games were developed namely Broken Squares and Moon Balls to involve students in the group work. In the gaming process, it is through the metaphorical teaching that the students are involved in the active thinking, interpersonal communication, and... View full abstract»

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  • Training Teamwork Skills Using MMORPGs

    Publication Year: 2012, Page(s):94 - 98
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (700 KB) | HTML iconHTML

    Many researchers speculated that Massively Multiplayer Online Role-Playing Games (MMORPGs) could create a problem-based learning environment for students to learn teamwork skills. In this study, a highly interactive MMORPG, World of War craft (WoW) was adopted and one-group pretest posttest experiment was designed to answer two questions: (a) Do students teamwork skills enhance through team playin... View full abstract»

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