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Digital Game Based Learning Proceedings of the 4th International Symposium for Information Design, 2nd of June 2005 at Stuttgart Media University PDF

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Preview Digital Game Based Learning Proceedings of the 4th International Symposium for Information Design, 2nd of June 2005 at Stuttgart Media University

Michael Burmester, Daniela Gerhard, FrankThissen (eds.) Game Digital Based Learning Proceedings ofthe 4*^ International Symposium for Information Design 2"^ ofJune 2005 at Stuttgart Media University ® universitatsverlagkarlsruhe Copydghtedmaterial Copyrightedmaterial Michael Burmester, Daniela Gerhard, FrankThissen (eds.) Digital Game Based Learning Proceedingsofthe4*^ International SymposiumforInformationDesign 2""^ofJune2005atStuttgartMediaUniversity Copyrightedmaterial Copyrightedmaterial Game Digital Based Learning Proceedings ofthe 4^^ International Synnposium for Information Design 2"^ofJune 2005 at Stuttgart Media University Michael Burmester Daniela Gerhard FrankThissen (eds.) universitatsverlag karlsruhe Impressum Universitatsverlag Karlsruhe c/oUniversitatsbibliothek Strafieam Forum2 D-76131 Karlsruhe \/vww.uvka.de c DiesesWerkistunterfolgenderCreativeCommons-Lizenz lizenziert:http://creativecommons.0rg/licenses/by-nc-nd/2.O/de/ Universitatsverlag Karlsruhe2006 PrintonDemand ISBN3-86644-010-3 Editorial Learningandgaming:doesthisfittogether?Canweusetheideaofcomputergames tomakeuseforlearningpurposes?Whowillbenefitfromthis?Doeslearnerlearn betterormoremotivated,whentheyplaygamesinordertoacquirecontent?Isit morefuntolearnbygames?AccordingtoMarcPrensky'snewbo—okchildrensitting attheirdigitallearninggamewouldsay"Don'tBotherMeMom I'mLearning!" Willthatbecometrue? TheEuropeanprojectSIG-GLUE,the"SpecialInterestGroupforGame-based LearninginUniversitiesandlifElongLearning"(www.sig-glue.net)triestobring togetherexpertsandpractitionersinthefieldofdigitalgamebasedlearninginorder todiscussandexchangeinformationconcerningthequestionsmentionedabove.The maingoalistopromotemoreandbetteruseofbetterlearninggames.Furthermore, theprojectwouldliketoconvincenonusersofdigitalgamesoftheireducational value,toencourageandsupportgamedevelopersinthecreationofbettereducational games,andtomakeeducatorsawareofhowtousegamesmoreeffectivelyineducation. Onthe2ndofJune2005,the4thInternationalSymposiumforInformationDesign attheStuttgartMediaUniversityinStuttgart,Germany,wasorganisedincooperation withtheSIG-GLUEprojectinordertogiveexpertsfromresearchandgamedesign thechancetopresenttheirideason"DigitalGameBasedLearning".Thisbookcontains thepresentationsofthatSymposium. Theauthorsofthisbookpresentanoverviewofongoingresearchanddevelopment projectsinthefieldofdigitalgamebasedlearning.Atthebeginningofthebookwe willgetanintroductionintoSIG-GLUEandtheSIG-GLUEcommunity.MajaPivec (coordinatorofSIG-GLUE)andAnastasiaSfirifromFHJoanneumGraz,Austria, introducetheSIG-GLUEproject,showingtheobjectivesandthepossibilitiesto participateintheSIG-GLUEcommunity.Thecentralplatformforinformationex- changeanddiscussionistheSIG-GLUEwebsitewww.sig-glue.net.loannisAntonellis, ChristosBouras,ApostolosGkamasandVassilisPoulopoulosfromtheResearch AcademicComputerTechnologyInstitute(CTI)fromPatras,Greece,describethe intentionsandthetechnicalimplementationofthatcommunicationplatform. 5 Copydghtedmaterial Averygoodititfoductiotiinbasicconsiderationsofdigitalgamebasedlearningis donebythefollowingthreecontributions.Thepaper"Categorisingandinvestigating Gender-basedNeurocognitivePropensitiesinfluencingGameplay:AnInteractions- orientedapproach"ofPhilipBonannofromtheUniversityofMaltadescribesinvery precisewaysimportantfoundationsofgender-basedneuro-cognitivepropensities influencinggame-play.Boysandgirlsaswellasmenandwomenshowsignificant differencesinselectingandusinggames.FionaLittleton,JeffHaywoodandHamish MacleodfromtheSchoolofEducationattheUniversityofEdinburghintheUK showintheirchapter,whethervideogameplayinfluencethestudent'sapproachto learning.Resultsofacomprehensivestudyarepresentedanddiscussedonthebasis oftherelevantresearchliterature.Inthehealthcareeducationvirtualpatientsarein- creasinglyused.MichaelBegg,RachelEllaway,DavidDewhurst,HamishMacleod fromtheUniversityofEdinburghshowthatnarrativeandgameplayareanimportant considerationinmakingvirtualpatientsusefulforstudents. Intelligentandcreativeuseofmodeminformationandcommunicationtechnology inordertofacilitatelearningexperienceisacentralandveryimportantbasisfor designofdigitalgamebasedlearning.UlrikeSpierlingfromUniversityofApplied SciencesErfurtinGermanydescribesthepotentialofdigitalagentsforeducational applications.Theagentsareimbeddedinsimulations,games,andstorytelling.The typesofagentsusedinlearningapplicationsaredescribedbyshowingseveralproject examples.AnjaHoffmannfromtheDesignServiceTeamofSAPAGinGermany andIdolurgelandFelicitasBeckerfromComputerGraphicsCenter(ZGDV)in Darmstadt,Germany,describeapplicationsofstory-tellingforlearningpurposes. Theydoitonthebasisofseveralveryinterestingresearchprojects.Theinteresting EuropeanresearchprojectYoungNetispresentedbyFabianKempffromthecompany VITEROGmbHandKarinHamannfromtheFraunhoferInstituteforIndustrial EngineeringlAO.BothorganisationsarelocatedinStuttgart,Germany.TheYoung Netisavirtuallearningcommunityplatformforpupilsinschools.Thepupilscan playandlearnwithotherpupilsatotherschoolsviatheYoungNetplatform.But,is digitalgamesbasedlearningpossibleonlyonthebasisofadvancedtechnology?No,is theanswerofLotteKrisper-UUyettfromthefactline.comcompanyinAustria,Johann Ortner,professoratdifferentuniversitiesinAustriaandBarbaraBucheggerfromthe UniversityofNaturalResourcesandAppliedLifeSciencesinVienna.Theyshowthat onthebasisofsimpleinternetplatforms1000"LowTechGames"canbeplayedfor learningpurposes. 6 Copydghtedmaterial Whatistheeffectonpupilsandstudentswhenlearningwithdigitalgames? ChrisBranniganandAngelaOwenfromthesoftwarecompanyCaspianLearningin Sunderland,UK,presentacasestudyandshowhowpupilsandeducatorsreactto gamebasedlearningapplications.Anextensiveevaluationstudywithstudentsat universitylevelispresentedbyMichaelBurmester,DanielaGerhardandFrank ThissenfromtheStuttgartMediaUniversity.Theusedadramaturgicapproachto e-learninginane-learningcoursewithover130participants,andfoundwhatis goodandwhatcouldbebetterwhenusingdramainstorybasede-learning. Afterhavingpresentedtheories,foundations,applicationsandstudiesconcerning digitalgamesbasedlearningitistimetotalkaboutqualitystandards.ClaudioDondi andMichelaMorettifromtheresearchcentreandserviceproviderorganisation SCIENTERinBologna,Italy,focusintheircontributiononqualityinc-learning andqualityofdigitallearninggames. Wehopethatyougaininsightofdigitalgamesbasedlearningandthatyouenjoythe interestingcontributionsofalltheauthors.Lastbutnotleastwehopetoseeyouin theSIG-GLUEcommunityonwww.sig-glue.net.Itwouldbenicetodiscussandto exchangeinterestinginformationondigitalgamebasedlearningwithyou. MichaelBurmester,DanielaGerhard,FrankThissen Stuttgart,May2006 Acknowledgements Firstofall,wethankalltheauthorsforprovidingsobrilliantandinteresting contributions.Inouropiniontheyenableabroadviewintodiverseaspectsof digitalgamesbasedlearning.Thankyouforallyourhardwork. WewouldliketothanktheUniversitatsverlagKarlsruhetosupportusinpublishing thisbook.Theirpragmaticandsupportiveapproachtoallourquestionsandrequire- mentswasveryhelpfulforusinplanningandproducingthisbook. AspecialthankisforCarstenHeylerforhissplendidlayoutworkandhispatience withallourchangesandrefinementsuntiltheprintversionwasfinished. ThankstoRichardSladeforreadingandcorrectingtheEnglishofallthecontributions. 7 Copyrightedmaterial Copyfighiedmalenal

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