A Case Study of Game Design for E-Learning

  • Pei-Chi Ho
  • Szu-Ming Chung
  • Ming-Hsin Tsai
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3942)


In 21st Century, through the E-learning, students can be fostered the abilities of critical thinking and skills of problem solving. Resulting from this learning, learners can apply their learned knowledge in daily problem solving and can create a new attitude to their living. This study is to develop a new computer Role-Playing Game (RPG). In the game, it will blend the ideas of RPG and theory of Problem-Based Learning (PBL), which leads the players to develop their learning strategy and strengthen their problem solving ability. The spectrum ideas of this game will focus on the daily life problems and common knowledge. In a RPG, the player can use learned knowledge to solve problems. Furthermore, in the process of problem solving, players learn to know the concepts implied in the game.


Virtual Reality Computer Game Critical Thinking Game Play Problem Base Learn 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Turkle, S.: Life on the ScreenIdentity in the Age of the Internet. Simon & Schuster, NY (1995)Google Scholar
  2. 2.
    Lepper, M.R., Malone, T.W.: Intrinsic Motivation and Instructional Effectiveness in Computer-Based Education. In: Snow, R.E., Farwr, M.J. (eds.) Aptitude, Learning and Instruction III: Cognition and Affective Process Analysis. Erlbaum, Mahwah (1983)Google Scholar
  3. 3.
    Alessi, S.M., Trollip, S.R.: Multimedia for Learning: Methods and Development. Allyn and Bacon, NY (2001)Google Scholar
  4. 4.
    Howland, G.: Game Design: The Essence of Computer Games (retrieved November 9, 2005), from,
  5. 5.
    Li, W.C., Yen, C.M.: Automatic Electronic Teaching Material Design on the World Wide Web. In: Paper presented at the 17th National Technique Education Conference, Taipei (2001)Google Scholar
  6. 6.
    Li, B.: Multimedia Teaching Environment and Creative Thinking (retrieved November 9, 2005), from,
  7. 7.
    Torp, L., Sage, S.M.: Problems as Possibilities Problem-Based Learning for K-12 Education. Association for Supervision and Curriculum Development, Virginia (1998)Google Scholar
  8. 8.
    Albanese, M.A., Mitchell, S.: Problem-Based: A Review of Literature on Its Outcomes and Implementation Issues. Academic Medicine 68, 52–81 (1993)CrossRefGoogle Scholar
  9. 9.
    Fogarty, R.: Problem-Based Learning: The Other Curriculum Models for the Multiple Intelligences Classroom. ED 405143 (1997)Google Scholar
  10. 10.
    Shirley, C.A., John, H., Geraldine, L.: Constructing Problems in a Web-Based Learning Environment. Educational Media Instruction 35(3), 173–180 (1998)CrossRefGoogle Scholar
  11. 11.
    Chiu, K.F.: The Situated Learning and the Computer Assistance Learning - A Study of Learning Society Group. National Taiwan Normal University Press, Taipei (1998)Google Scholar
  12. 12.
    Shiao, Y.L.: A Network Teaching Study of Problem - Based Learning on Counseling Ethics, Unpublished master dissertation. Normal Changhua University of Educates, Changhua, Taiwan (1993)Google Scholar
  13. 13.
    Wiers, R.W.: Design of A Problem - Based Curriculum: A General Approach and A Case Study in The Domain of Public Health. Medical Teacher 24(1), 45–51 (2000)CrossRefGoogle Scholar
  14. 14.
    Tsai, S.L.: Game Theory and Application, vol. 12, pp. 151–174. Tainan Woman’s College Press, Tainan (2003)Google Scholar
  15. 15.
    Chai, B.R.: Network Culture. Yang-Zhi Press, Taipei (2001)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Pei-Chi Ho
    • 1
  • Szu-Ming Chung
    • 1
  • Ming-Hsin Tsai
    • 1
  1. 1.Department of Digital Content DesignLing Tung University 

Personalised recommendations