The Community for Technology Leaders
RSS Icon
Issue No.04 - July/August (2009 vol.13)
pp: 26-33
Wen-Chih Chang , Chung-Hua University, Taiwan
Te-Hua Wang , Chihlee Institute of Technology, Taiwan
Freya H. Lin , Chihlee Institute of Technology, Taiwan
Hsuan-Che Yang , Tungnan University, Taiwan
E-learning communities have recently started to emphasize the need to make e-learning systems more practical rather than more powerful. Related studies indicate that the appeal of learning content as well as participation in learning activities are primary concerns. The authors propose using advanced ubiquitous technologies to construct a location-aware, digital game-based learning environment. This framework presents the notion of a ubiquitous game-based learning model from technical and experimental viewpoints. An example of the courseware for a class on Tamsui, Taiwan's historical culture demonstrates the learning scenario's viability in the proposed environment.
games, location-dependent and sensitive, distance learning, computer-assisted instruction, Internet, Emerging E-Learning Technologies
Wen-Chih Chang, Te-Hua Wang, Freya H. Lin, Hsuan-Che Yang, "Game-Based Learning with Ubiquitous Technologies", IEEE Internet Computing, vol.13, no. 4, pp. 26-33, July/August 2009, doi:10.1109/MIC.2009.81
1. L. Henderson, "Video Games: A Significant Cognitive Artifact of Contemporary Youth Culture," Proc. DiGRA 2005 Conf.: Changing Views—Worlds in Play, Digital Games Research Assoc., 2005;
2. J. Gee, "What Video Games Have to Teach us about Learning and Literacy," ACM Computers in Entertainment, vol. 1, no. 1, 2003, p. 20.
3. J. Chim et al., "On Caching and Prefetching of Virtual Objects in Distributed Virtual Environments," Proc. ACM Multimedia, ACM Press, 1998, pp. 171–180.
4. B. Ng et al., "A Multi-Server Architecture for Distributed Virtual Walkthrough," Proc. ACM Virtual Reality Software and Technology Conf. (VRST 02), ACM Press, 2002, pp. 163–170.
5. G-J. Hwang, C.-C. Tsai, and S.J.H. Yang, "Criteria, Strategies, and Research Issues of Context-Aware, Ubiquitous Learning," Educational Technology &Soc., vol. 11, no. 2, 2008, pp. 81–91.
6. B.S. Bloom, Taxonomy of Educational Objectives: The Cognitive Domain, David McKay, 1956.
7. H. Gardner, Frames of Mind: The Theory of Multiple Intelligences, Basic Books, 1983.
30 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool