Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications

6th International Conference on E-learning and Games, Edutainment 2011, Taipei, Taiwan, September 2011. Proceedings

  • Maiga Chang
  • Wu-Yuin Hwang
  • Ming-Puu Chen
  • Wolfgang Müller
Conference proceedings Edutainment 2011

Part of the Lecture Notes in Computer Science book series (LNCS, volume 6872)

Table of contents

  1. Front Matter
  2. Augmented and Mixed Reality in Education

    1. Kuei-Fang Hsiao, Nian-Shing Chen
      Pages 2-11
    2. Chih-Hsiang Ko, Ting-Chia Chang, Yung-Hsun Chen, Li-Han Hua
      Pages 20-24
  3. Effectiveness of Virtual Reality for Education

    1. Shih-Ching Yeh, Wu-Yuin Hwang, Jing-Liang Wang, Yuin-Ren Chen
      Pages 27-27
    2. Wing-Kwong Wong, Po-Yu Chen, Sheng-Kai Yin
      Pages 28-37
    3. Ssu-Hsin Huang, Ming-Te Chi, Tsai-Yen Li
      Pages 38-43
    4. Fu-Yun Yu, Hsiao-Ting Hsieh, Ben Chang
      Pages 44-45
  4. Ubiquitous Games and Ubiquitous Technology and Learning

    1. Fu-Chien Kao, Han-Chien Hsieh, Wei-Te Li
      Pages 54-54
    2. Lu Wang, Xiaoting Wang, Qiang Ju, Quanwei Li, Manyi Li, Wei Zhang
      Pages 55-62
    3. Tetsuya Miyagawa, Yoshio Yamagishi, Shun Mizuno
      Pages 71-77
    4. Po-Ming Chen, Cheng-Ho Chen, Wen-Hung Liao, Tsai-Yen Li
      Pages 78-85
    5. Tsung-Yu Liu, Tan-Hsu Tan, Min-Sheng Lin, Yu-Ling Chu
      Pages 86-91
    6. Tzu-Min Lin, Sheng-Chih Chen, Pei-Jeng Kuo
      Pages 101-105
  5. Future Classroom

About these proceedings

Introduction

This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011.

The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.

Keywords

Animation techniques Collaborative learning Digital classroom Game-based learning Interactive learning VR-based education Virtual characters

Editors and affiliations

  • Maiga Chang
    • 1
  • Wu-Yuin Hwang
    • 2
  • Ming-Puu Chen
    • 3
  • Wolfgang Müller
    • 4
  1. 1.School of Computing and Information SystemsAthabasca UniversityEdmontonCanada
  2. 2.Graduate Institute of Network Learning TechnologyNational Central UniversityJhongli CityTaiwan
  3. 3.Graduate Institute of Information & Computer EducationNational Taiwan Normal UniversityTaipeiTaiwan
  4. 4.University of EducationWeingartenGermany

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-642-23456-9
  • Copyright Information Springer-Verlag GmbH Berlin Heidelberg 2011
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science
  • Print ISBN 978-3-642-23455-2
  • Online ISBN 978-3-642-23456-9
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • About this book