Catálogo de publicaciones - libros
Technologies for E-Learning and Digital Entertainment: Second International Conference, Edutainment 2007, Hong Kong, China, June 11-13, 2007. Proceedings
Kin-chuen Hui ; Zhigeng Pan ; Ronald Chi-kit Chung ; Charlie C. L. Wang ; Xiaogang Jin ; Stefan Göbel ; Eric C.-L. Li (eds.)
En conferencia: 2º International Conference on Technologies for E-Learning and Digital Entertainment (Edutainment) . Hong Kong, China . June 11, 2007 - June 13, 2007
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
User Interfaces and Human Computer Interaction; Artificial Intelligence (incl. Robotics); Information Systems Applications (incl. Internet); Multimedia Information Systems; Computer Graphics; Computers and Education
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No detectada | 2007 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-3-540-73010-1
ISBN electrónico
978-3-540-73011-8
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2007
Información sobre derechos de publicación
© Springer-Verlag Berlin Heidelberg 2007
Tabla de contenidos
A Standardized Learning Resources Retrieval System Based on Ontology Matching
Xia Li; Jianlin Zhang; Tao Huang
Most existing Learning Resource Management Systems (LRMS) support only title-based searches and are limited in functionality when compared to existing search engines. In this paper, we present the design of an ontology matching based Learning Resource Retrieval System (SemLR) that allows searching for learning resources using the query ontology and learning resource ontology, which supports semantic based content searches of relevant resources. First, we propose the learning resources ontology used in SemLR system. Second, a general and extensible framework for searching similar learning resources is provided. Based on the framework, we develop our efficient learning resource searching system by effectively match-making between learners and learning resources. Finally, the ontology matching approach used in the system is introduced. The results show the effectiveness, efficiency, and scalability of the proposed system.
- E-Learning Platforms and Tools | Pp. 411-421
An Integrated Virtual Environment for Active e-Learning in Theory of Computation
Mohamed Hamada
Active and collaborative learning provides a powerful mechanism to enhance depth of learning, increase material retention, and get students involved with the material instead of passively listening to a lecture. In this paper, a research using web-based active and collaborative learning in the theory of computation and related fields is presented. The twofold contribution of this work is a novel use of existing technology to improve learning and a longitudinal quasi-experimental evaluation of its use in context. As a first contribution, we introduce an integrated environment that is designed to meet the active learning preferences of computer engineering learners, in addition to a support for collaborative learning. For the second contribution: several classroom experiments are carried out. The analysis of the experiments’ outcomes and the students feed back show that our integrated environment is useful as a learning tool, in addition to enhancing learners’ motivation to seek more knowledge and information on their own.
- E-Learning Platforms and Tools | Pp. 422-432
An Interactive Bomberman Game-Based Teaching/ Learning Tool for Introductory C Programming
Wai-Tak Wong; Yu-Min Chou
Edutainment teaching/learning tools must be very ”entertaining”. Otherwise, the tools will lose its attraction soon or later. In order to become formal tools in everyday teaching/learning process, they must be something more and also ”something less” than an ordinary computer game in some aspects. We report our design and development of the proposed interactive Bomberman game-based teaching/learning tool that we are authoring. It brings modern education concept in concert with the classical teaching and laboratory work. While are reading/writing C codes in the proposed game-based environment, their C codes will control the movement of the Bomberman accompany with game music. This vivid learning environment can engage students spending their precious time for extensive practice since students have highly motivation to win the game. We hope that we have shown a new path for educational practice with computer games for teaching C programming course.
- E-Learning Platforms and Tools | Pp. 433-444
A Study of Virtual Manipulative and Whiteboard System for Improving Multi-presentation Transformation of Geometry Problem Solving
Wu-Yuin Hwang; Jia-Han Su; Jian-Jie Dung; Yi-Shien Su
In this paper, one innovative VMW (Virtual Manipulatives and Whiteboard) system is proposed. It exploits multi-presentation mode transformation to improve geometry problem posing/solving process based on the pedagogical theory, ““. Besides some innovation in design and implementation, the proposed system had been evaluated with one pilot study to investigate its perceived acceptance, and analyzed students’ solving strategies from their whiteboard explanation. The results show our proposed system is useful and actually has positive effects for solving geometry problem.
- E-Learning Platforms and Tools | Pp. 445-456
Supporting Multi-device for Ubiquitous Learning
Byoungchol Chang; Mokhwa Lim; Dall-ho Ham; Yoonsoo Lee; Sooyong Kang; Jaehyuk Cha
Rapid advancement of information and communication technologies has introduces various dimension of e-Learning environment such as ubiquitous learning, mobile learning and television learning. These technologies enabled learners to access to learning contents through variety of devices with more flexibility and consistency. In order to accomplish learning under these multiple environments, it is necessary to acquire and process the platform information that contains properties and status of the web-accessing devices. In this study, we introduce the design and implementation of a Platform Analyzer which is essential for learning systems that support multi-platform environment. We also have implemented an interactive DTV-centered multiplatform learning environment framework in combination with PC and PDA. Finally, we showed the potentiality of the multiplatform learning environment with design and adoption of learning scenario and sample contents we made in this study.
- E-Learning Platforms and Tools | Pp. 457-467
A Medical Aided System for Evaluating Crura Rehabilitation
Fangyu Li; Yefei Li; Shouqian Sun; Zhanxun Dong; Xianghong Xu
This paper presents an overview of the current state of development of medical education with a special attention to the fields of rehabilitation. Changes in internet technology provide opportunities for rehabilitation. In this work, we apply medical resources and e-learning service technologies to construct a medical aided learning system. There is summarized philosophy at preparing the e-learning tool, presented achieved results and pointed out some practical hints that should be considering at development of medicine based e-learning modules. Then the paper describes implement of the e-learning system for crura rehabilitation. Medical resources associated with the components of the learning system are encapsulated as reusable Learning agent. Integrated rehabilitation knowledge is used within rehabilitation of disabled people and interns. An example of evaluation of crura rehabilitation is demonstrated. Finally, the paper indicates sketched challenges and ways of future development of e-learning in the presented fields.
- E-Learning Platforms and Tools | Pp. 468-476
Using Metaphors in Game-Based Education
Pedro P. Gómez-Martín; Marco A. Gómez-Martín; Pablo Palmier Campos; Pedro A. González-Calero
In spite of its growing popularity, due to a huge technical evolution in the last years and to the fact that new generations are more literate in games than in books, game-based teaching has been very restrictive in its application to adult education. Most applications are merely simulations built with game technology.
In order to apply game-based education in domains that can not readily be turned into simulations, new ways of game design need to be explored. In this paper we describe a new approach using , and exemplify its application to teach Computer Science concepts, proposing two possible game designs for a game-based educational system devoted to teach the workings of the Java Virtual Machine.
- E-Learning Platforms and Tools | Pp. 477-488
UML in Action: Integrating Formal Methods in Industrial Design Education
Jun Hu; Philip Ross; Loe Feijs; Yuechen Qian
When designing product behavior, the designer often needs to communicate to experts in computer software and protocols. In present-day software engineering, formal specification methods such as the Universal Modeling Language have been widely accepted. Teaching design students these formal methods is non-trivial because most of design students often have difficulties in programming the behaviors of complex produces and systems. Instead of programming, this paper presents a technique, namely “acting-out”, for design students to master the formal methods. The experience shows that acting-out not only worked out very well as a teaching technique, but also showed the potential for bridging the processes of industrial design and software engineering.
- E-Learning Platforms and Tools | Pp. 489-498
An Agent-Based Adaptable and Configurable Tutoring Module for Intelligent Virtual Environments for Training
Leticia Sánchez; Ricardo Imbert
It is no accident that VR has become one of the most employed technologies in the training and education area. It offers many interesting features that both traditional human-based learning and classical computer-based instruction are unable to provide.
However, the spectacular nature of VR has, in many occasions, eclipsed the pedagogical importance of the so called Intelligent Virtual Environments for Training, producing impressive graphical systems with very low effective tutoring capabilities.
We bet on improving the quality of this kind of systems by providing them with an Intelligent Tutoring System adapted to the particularities of VR. And since developing one of these systems from scratch is a hard, complex task, we propose in this paper an adaptable and configurable —agent-based— Tutoring Module, easy to be reused in different nature and purpose applications.
- E-Learning Platforms and Tools | Pp. 499-510
A Multimodal 3D Storytelling System for Chinese Children
Danli Wang; Jie Zhang; Jie Li; Guozhong Dai; Qiang Lin
storytelling by a child, as an educational activity, influences significantly the child’s linguistic ability, thought process, imagination, and creativity. There presently exist many software-based storytelling applications. However, most are deemed not suitable to Chinese children due to various cultural and language barriers. In this paper, combining the characteristics of Chinese children and using the multimodal interaction pattern based on speech and pen-gesture, we present a 3D storytelling system for children. The usability of two versions of the storytelling system is evaluated. Evaluation results suggest version 2 of the system to be of higher usability, as are comments on revising the software.
- E-Learning Platforms and Tools | Pp. 511-526