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The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07)
EduBingo: Design of Multi-level Challenges of a Digital Classroom Game
Jhongli, Taiwan
March 26-March 28
ISBN: 0-7695-2801-5
Hercy N.H. Cheng, National Central University, Taiwan
Yi-Chan Deng, National Central University, Taiwan
Sung-Bin Chang, National Central University, Taiwan
Tak-Wai Chan, National Central University, Taiwan
Some researches suggest that Well-designed computer games can facilitate children?s learning and motivation on mathematics [11, 17]. To sustain the fun in playing a learning game, according to the concept of ?flow?, students need a series of challenges to match their developing skills. This paper addresses two design questions: 1) How to transform a popular game into an educational game? 2) How to design multi-level challenges to sustain fun for practicing arithmetic in that game? In this paper, the game rules of Bingo are modified to design a competitive computer game, called EduBingo, for practicing arithmetic in a classroom. Based on our previous works and surveys of several digital games, four dimensions of challenges are identified for devising such educational games. A trail test was conducted to preliminarily evaluate the game?s effects on learning, and, in particular, the influences of different dimensions of challenges on practice.
Citation:
Hercy N.H. Cheng, Yi-Chan Deng, Sung-Bin Chang, Tak-Wai Chan, "EduBingo: Design of Multi-level Challenges of a Digital Classroom Game," digitel, pp.11-18, The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07), 2007
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