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2. DIGITEL 2008: Banff, Canada
- Michael Eisenberg, Kinshuk, Maiga Chang, Rory McGreal:
The 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2008, November 17-19, 2008, Banff, Canada. IEEE 2008, ISBN 978-0-7695-3409-1 - Amy S. Bruckman:
Social Support for Creativity and Learning Online. 3-7 - Dale Dougherty:
The Joy of Making. 8-12 - Hanno Hildmann, Anika Uhlemann, Daniel Livingstone:
A Mobile Phone Based Virtual Pet to Teach Social Norms and Behaviour to Children. 15-17 - Soo-Hyun Park, Seung-Hyun Ji, Dong-Sung Ryu, Hwan-Gue Cho:
ANew 3-Dimensional Comic Chat Environment for On-line Game Avatars. 18-22 - Yu-Ling Lu, I-Ing Lee, Chi-Jui Lien:
A Preliminary Study of Student's Self-Efficacy on Problem Solving in Educational Game Context. 23-27 - Neil Peirce, Owen Conlan, Vincent Wade:
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences. 28-35 - Jie-Chi Yang, Yi Lung Lin, Jia Jia Wu, Kun Huang Chien:
Design and Evaluation of a Physical Interactive Learning Environment for English Learning. 36-43 - Pablo Lavín-Mera, Pablo Moreno-Ger, Baltasar Fernández-Manjón:
Development of Educational Videogames in m-Learning Contexts. 44-51 - I-chen Cheng, Hwa-Pey Wang:
Effect of a 360 Degrees Panoramic Image System (360 PIS) on the Environment Recognition of Students with Moderate and Severe Mental Retardation in Special Education School. 52-56 - Sumin Seo, Xiangzhe Cui, Bokjin Shin:
Effects of Collaborative Activities on Group Identity in Second Life. 57-61 - Jihyun Hwang, Hyungsung Park, Jiseon Cha, Bokjin Shin:
Effects of Object Building Activities in Second Life on Players' Spatial Reasoning. 62-69 - Karanya Sitdhisanguan, Nopporn Chotikakamthorn, Ajchara Dechaboon, Patcharaporn Out:
Evaluation the Efficacy of Computer - Based Training Using Tangible User Interface for Low-Function Children with Autism. 70-74 - Jiseon Cha, Youngkyun Baek, Yan Xu:
Exploring Learner's Variables Affecting Gaming Achievement in Digital Game-Based Learning. 75-82 - Sheng-Hui Hsu, Po-Han Wu, Tien-Chi Huang, Yu-Lin Jeng, Yueh-Min Huang:
From Traditional to Digital: Factors to Integrate Traditional Game-Based Learning into Digital Game-Based Learning Environment. 83-89 - Srinivasan Ramani, Venkatagiri Sirigiri, Nila Lohita Panigrahi, Shikha Sabharwal:
Games as Skins for Online Tests. 90-92 - Donna Russell, Molly Davies, Iris Totten:
GEOWORLDS: Utilizing Second Life to Develop Advanced Geosciences Knowledge. 93-97 - Sri Hastuti Kurniawan:
Intergenerational Learning through World of Warcraft. 98-102 - Prakash Persad, Jorrel Bisnath, Ruel Ellis:
Investigating the Use of a Robot with Tabla Education. 103-107 - Stine Liv Johansen, Helle Skovbjerg Karoff:
"It is so like Disco" - Dancing on the iTiles. 108-112 - Mercedes Rico, Juan Enrique Agudo, Héctor Sánchez, Alejandro Curado:
Language Learning in the Palm of Your Hand. 113-115 - Eric Schweikardt, Mark D. Gross:
Learning about Complexity with Modular Robots. 116-123 - Zhi-Hong Chen, Tak-Wai Chan:
Learning by Substitutive Competition: Nurturing My-Pet for Game Competition Based on Open Learner Model. 124-131 - Iro Voulgari, Vassilis Komis:
Massively Multi-user Online Games: The Emergence of Effective Collaborative Activities for Learning. 132-134 - Michael D. Kickmeier-Rust, Cord Hockemeyer, Dietrich Albert, Thomas Augustin:
Micro Adaptive, Non-invasive Knowledge Assessment in Educational Games. 135-137 - Calvin C. Y. Liao, Zhi-Hong Chen, Tak-Wai Chan:
My-Mini-Pet: The Design of Pet-Nurturing Handheld Game. 138-140 - Janneke Verhaegh, Willem Fontijn, Aljosja Jacobs:
On the Benefits of Tangible Interfaces for Educational Games. 141-145 - Vance S. Martin:
Online Videogames in an Online History Class. 146-148 - Jacob Nielsen, Niels Kristian Bærendsen, Carsten Jessen:
RoboMusicKids - Music Education with Robotic Building Blocks. 149-156 - Yu-Tzu Chiang, Chao-Yang Cheng, Sunny S. J. Lin:
The Effects of Digital Games on Undergraduate Players' Flow Experiences and Affect. 157-159 - Masato Soga, Masafumi Miwa, Koji Matsui, Kazuki Takaseki, Kohe Tokoi, Hirokazu Taki:
The Learning Environment for Stars and Constellations in the Real World with Finger Pointing. 160-166 - Rikki Prince, Hugh C. Davis:
The Scope of Adaptive Digital Games for Education. 167-169 - Begoña Gros, José M. Garrido:
The Use of Videogames to Mediate Curricular Learning. 170-176 - Ilan Schifter:
ToddlePuff: An Interactive Tangible and Spatial Interface. 177-179 - Morris Siu-Yung Jong, Alex W. C. Tse, Yuxia Zhou, Weiqin Chen, Fong-lok Lee, Jimmy Ho-Man Lee:
Using Posting Templates for Enhancing Students' Argumentative Elaborations in Learning Villages. 180-187 - Tom A. F. Anderson, Barry Lee Reynolds, Xiao-Ping Yeh, Guan-Zhen Huang:
Video Games in the English as a Foreign Language Classroom. 188-192 - Hyungsung Park, Bokjin Shin, Xiangzhe Cui, Jihyun Hwang:
What Will Happen to Virtual Field Trips? Beyond Classroom. 193-195 - Gwo-Dong Chen, Mu-Chun Su, Eric Hsiao-Kuang Wu, Wu-Yuin Hwang, Tzu-Chien Liu, Eric Zhi-Feng Liu, Siew-Rong Wu:
ROBOKID: Let Children Construct Their Own Emotional Kids - Learning by Construction. 199-200 - Gwo-Dong Chen, Chih-Wei Chang:
Using Humanoid Robots as Instructional Media in Elementary Language Education. 201-202 - Mu-Chun Su, De-Yuan Huang, Shih-Chieh Lin, Yi-Zeng Hsieh, Gwo-Dong Chen:
Application of a Learning-Companion Robot in Learning Environments. 203-204 - Eric Hsiao-Kuang Wu, Hubert Chi-Yu Wu, Yi-Kai Chiang, Yu-Che Hsieh, Jih-Cheng Chiu, Kuan-Ru Peng:
A Context Aware Interactive Robot Educational Platform. 205-206 - Wu-Yuin Hwang, Sheng-Yi Wu, Hung-Cheng Chen:
The Effect of MSN Robot on Learning Community and Achievement. 207-208 - Tzu-Chien Liu, Maiga Chang:
Human-Robot Interaction Research Issues of Educational Robots. 209-210 - Eric Zhi-Feng Liu, Chan Hsin Kou, Ting Yin Cheng, Chun-Hung Lin, Shan Shan Cheng:
Robotics Instruction Using Multimedia Instructional Material. 211-212 - Siew-Rong Wu:
Humor and Empathy: Developing Students' Empathy through Teaching Robots to Tell English Jokes. 213-214 - Jayfus T. Doswell:
Pedagogy Play: Virtual Instructors for Wearable Augmented Reality during Hands-On Learning and Play. 215-216
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