Transactions on Edutainment III

ISBN: 978-3-642-11244-7 (Print) 978-3-642-11245-4 (Online)

Table of contents (22 chapters)

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  1. Front Matter

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  2. Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study

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      Pages 1-12

      Engaging Kids with the Concept of Sustainability Using a Commercial Video Game – A Case Study

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      Pages 13-24

      Doing It Right: Combining Edutainment Format Development and Research

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      Pages 25-35

      Edutainment Robotics as Learning Tool

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      Pages 36-47

      SoundTag: RFID Based Wearable Computer Play Tool for Children

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      Pages 48-58

      A Comparison between Drill-Based and Game-Based Typing Software

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      Pages 59-69

      Widget-Based Simulator for Testing Smart Space

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      Pages 70-81

      Entertaining Education – Using Games-Based and Service-Oriented Learning to Improve STEM Education

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      Pages 82-92

      Learning English through Serious Games – Reflections on Teacher and Learner Performance

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      Pages 93-104

      Motivational Factors in Educational MMORPGs: Some Implications for Education

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      Pages 105-115

      A Distributed Multi-agent Architecture in Simulation Based Medical Training

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      Pages 116-128

      Designing a Trading Card Game as Educational Reward System to Improve Students’ Learning Motivations

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      Pages 129-140

      Sketch Learning Environment with Diagnosis and Drawing Guidance from Rough Form to Detailed Contour Form

  3. Regular Papers

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      Pages 141-153

      Application of Visualization in Virtual Endoscopy System

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      Pages 154-165

      Design and Implementation of Virtual Museum Based on Web3D

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      Pages 166-176

      Large Area Interactive Browsing for High Resolution Digitized Dunhuang Murals

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      Pages 177-189

      Research of Autonomous Active Control for Virtual Human Based on Emotion-Driven Model

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      Pages 190-202

      An XML-Based Interface Customization Model in Digital Museum

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      Pages 203-218

      Animation as an Aid for Higher Education Computing Teaching

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      Pages 219-230

      Bringing Integrated Multimedia Content into Virtual Reality Environments

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      Pages 231-239

      Virtual Reality House for Rehabilitation of Aphasic Clients

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