Enriching Users' Edutainment through Embodied Video Interactive GamesOrganizer: Dr. Jon-Chao Hong (National Taiwan Normal University, Taiwan)New technology, especially digital technology, brings profound impacts toward the field of education. These new technologies turn into a new model of implementing educational application and strategies (Ken & Mai, 2002). It is believed that new technology has significant effects in terms of learning. However, its practical application has been approved yet (Alty, AI-Sharrah & Beacham, 2006). A new trend of technology application indicated that developing knowledge-based games with multimedia skills becomes a fad (Miranda, Kogler, Hernandez & Netto, 2001). This kind of knowledge-based games allows learners to develop their own motivation or strategies, and determines their behaviors via the interaction with these games. Embodied interaction can enhance psychomotor memories, attention, and special memories (Ball & North, 2007, Dourish, 2001). Basically, an embodied interaction video game (EIVG) is a way to design embodied interaction and knowledge-based games with Flash software, a kind of new technology. Animation and interactivity are the primary contribution from the combination of Flash and web cams. Lowe (1999) indicated Flash can display the interaction process in a game. This software can facilitate interaction within learning. EIVG is designed to enhance instructional effectiveness and knowledge perception or memorization through embodied interaction. In addition, EIVG can improve psychomotor skills. In a word, EIVG does not only expand the dimensions of learning activities, but also provide another presentation form of instructional material (Schwan & Riempp, 2004). Due to understanding the potential of EIVG, an integrated digital platform was developed by National Taiwan Normal University. This system comprises various EIVG games by subjects. Learners can interact with the objects via a webcam in each game. In addition, this system enable faculty to customize their own EIVG games by incorporating web 2.0 concept into the management database. Six modules of EIVG were developed to expand resource for instructional design at all levels. Learners can interact with the EIVG games with their movements to assist psychomotor skills and cognitive development. In addition, learners~{!&~} motivation can be activated for further learning. In comparison with traditional instructional methods, EIVG provides an edutainment approach for learning improvement.Topics:
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Researches on educational robots of Taiwan e-learning & Digital Archives ProgramOrganizer: Dr. Liang-Yi Li (National Central University, Taiwan)Robot has been used in many industry and military applications. Owing to the rapid development of electronic and mechanical technologies, the cost of the personal robot is being reduced so that it is going into our daily life. Besides caring, housekeeping and entertainment, robots also have been used for educational purposes. There are two major kinds of applying robots on education. First is using robot as a tool for learning robotics, programming, and problem solving. It takes a constructionist approach in which students build their own robots such as Lego. Second, robots are used as teacher's partner and learning companion. Those robots can support teaching and guide learning. Recent few years, there are more and more researchers and companies concentrated on educational robots in Taiwan. The governmental organization, Taiwan e-learning & Digital Archives Program also encourages and fully support researches on the issues related to educational robots. For bringing forth wider collaboration and sharing, we are very glad to organize the workshop ~{!'~}Researches on educational robots of Taiwan e-learning & Digital Archives Program~{!(~} to share our researches and invite related experts in the world to share their experiences and expertise.Topics:
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Researches on Innovative Design of Learning Software and ContentOrganizer: Dr. Yueh-Min Huang (National Cheng Kung University, Taiwan)The innovative design of learning software with customizing and sharing attracts more and more interest in the educational area. Many organizations building their e-learning platform using shared innovative software to provide training and education for their employees or students. Some of them want to add innovative functions or tools to customize and enhance their e-learning system in order to provide support for a particular pedagogical approach, to present a particular look-and-feel, or a specific functionality. The distribution and contribution of the innovative learning software can be fully promoted by customized and shared support, and the gain of its effectiveness can be enlarged. The total cost of using innovative learning software with customizing and sharing can also be reduced. Therefore, the more improvement in quality and customization of the learning software, the more and more organizations are looking into it as an alternative.Recent few years, there are more and more researchers and companies concentrating on educational software. There is also a Special Interest Group (SIG) called Innovative Design of Learning Software (IDOLS) established in Taiwan. By the promotion from this SIG, the research in the development of learning software is thriving. For bringing forth wider collaboration and sharing, we are proud of organizing this workshop to mutually share our expertise and experiences. It is believed this workshop will make all participants broaden their horizon of learning software. Presentation Titles
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