Track 4. Digital Game and Intelligent Toy Enhanced Learning (DIGITEL@ICALT2014)

Track Chairs

Chang Maiga Chang, Athabasca University, Canada [Coordinator - maiga.chang@gmail.com]
Fernandez Baltasar Fernández-Manjón, Complutense University of Madrid, Spain
Man Lee Jimmy Ho Man Lee, The Chinese University of Hong Kong, Hong Kong
 

Track Program Committee

  • Maiga Chang, Athabasca University, Canada
  • Baltasar Fernández-Manjón, Complutense University of Madrid, Spain
  • Jimmy Ho Man Lee, The Chinese University of Hong Kong, Hong Kong
  • Chih-Kai Chang, National University of Tainan, Taiwan
  • Chiung-Sui Chang, Tamkang University, Taiwan
  • Zhi-Hong Chen, Yuan-Ze University, Taiwan
  • Tsung-Yen Chuang, National University of Tainan, Taiwan
  • Ming-Fong Jan, Nanyang Technological University, Singapore
  • Huei-Tse Hou, National Taiwan University of Science and Technology, Taiwan
  • Beaumie Kim, University of Calgary, Canada
  • Chorng-Shiuh Koong, National Taichung University of Education, Taiwan
  • Fong-Lok Lee, Chinese University of Hong Kong, Hong Kong
  • Eric Zhi-Feng Liu, National Central University, Taiwan 
  • Wolfgang Mueller, University of Education Weingarten, Germany
  • Junjie Shang, Peking University, China  
  • Chun-Yi Shen, Tamkang University, Taiwan
  • Ming-Puu Chen, National Taiwan Normal University, Taiwan
  • Ju-Ling Shih, National University of Tainan, Taiwan
  • Hsin-Yih Shyu, Tamkang University, Taiwan
  • Yu-Ren Yen, Far East University, Taiwan
  • Vassilis Komis, University of Patras, Greece
  • Iro Voulgari, University of Patras, Greece

Track Description and Topics of Interest

Learning can take place anytime and anywhere, in particular in the context of lifelong learning. Learners have their own learning styles. Some may prefer reading alone over listening to a lecture and some may want to get their hands dirty in hands-on practices. While some may be impressed and can learn quickly through watching a documentary movie, some others may want to interact with peers either physically or virtually (sometimes via avatars or even with virtual characters). No matter what preference learners have, engagement and motivations are the key ingredients for effective and efficient learning. Toy, robot and game technologies attract learners’ attention, engaging them through highly interactive and immersive experiences. Such technologies also satisfy the various learning needs as well as to assessing learners' skills knowledge unobtrusively and implicitly. This track aims at providing researchers a platform to share and discuss innovative and advanced learning and assessment technologies utilizing toys, robots, and games.

This track welcomes submissions in topics including, but not limited to:

  • Computer and video games include Kinect games for Xbox and Windows
  • Educational games
  • Serious games
  • Mobile games
  • Virtual worlds, e.g., second life, opensim, open wonderland, etc.
  • Edutainment
  • Simulation (skill, competence, vocational learning)
  • Augmented reality
  • Educational robots & toys
  • Natural user interface applications

Important dates about ICALT 2014 submissions can be found here.

The ICALT 2014 Author Guidelines can be found here.

The Track 4 CfP can be downloaded from here: