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Workshop on The
Trend and Development of Game and Toy Enhanced
Learning
affiliated to the ICALT 2010
Sousse, Tunisia
July
5, 2010
Workshop Style:
Mini-conference Description
This workshop is planned as a mini-conference.
Paper presentations as well as a following
interactive session will be scheduled in the
workshop.
Workshop Description
Game and Toy Enhanced Learning & Society (GTEL&S)
is an emerging research area, which attracts
lots of interdisciplinary researchers involved
in it. The goal of this workshop is to discuss
the trend and development of the research area
as well as the advantages and disadvantages of
applying digital game and intelligent toy in
learning. This workshop provides a forum, with
paper presentations, and interactive sessions,
for researchers and practitioners from various
discipliners to exchange ideas.
The Objectives of the
Workshop
Digital game and intelligent toy enhanced
learning is becoming popular in academic
research as well as commercial companies. There
are more and more successful cases reported in
using games and toys in learning. Educators,
researchers as well as game-based learning
designers believe that digital games and
intelligent toys can strongly enhance learning
because children are so engaged when they play
games and toys. They also find that using game
and toy in learning can enhance learning
performance and creativity. However, the
opposite opinions from the addiction researchers
and part of parents express the hesitation in
applying digital games and toys in learning. The
positive and negative opinions leave a gap in
using digital game and intelligent toy in
learning, which needs more discussions and
interactions to cover. This workshop will be
pertinent to the ICALT 2010 participants because
digital games and intelligent toys have sparked
much interest among interdisciplinary
researchers in recent years.
Provisional Program
Paper Presentation
1. Using Game Quests to Incoraporate Learning Tasks within a Virtual World (Zhi-Hong Chen, Tak-Wai Chan)
2. Game-play as Knowledge Transformation Process for Learning (Ming-Puu Chen, Chun-Yi Shen)
3. An Analysis of Students' Intention to Use Ubiquitous Video Game-Based Learning System (Chun-Yi Shen, Han-Bin Chang, Wn-Chih Chang, Te-Hua Wang)
4. Pilot Study of the Past Decade Game-Based Learning Journal Papers Survey from the Technology Perspective (Ben Chang)
Round Table Discussion
Important Date
* March 8th, 2010:
Two-Page
Paper Submission Deadline (Author
Guidelines)
* March 18th, 2010: Final Individual Workshop
Papers
* March 24th, 2010: Notification of Final
Acceptance by the ICALT Workshops Chair
* April 6th, 2010: Workshops Authors'
Registration Deadline
* April 12th, 2010: Final Camera Ready
Manuscript
Organizers
Ming-Puu Chen (http://cslsrv.ice.ntnu.edu.tw/)
Professor, National Taiwan Normal University,
Taiwan
Ming-Puu Chen is a professor of Graduate Institute of Information &
Computer Education at National Taiwan Normal
University, Taiwan. His research interest
focuses on facilitating learners’
epistemological growth through game play. He is
the program chair of DIGITEL (Digital Game and
Intelligent Toy Enhanced Learning)
sub-conference of the GCCCE 2010 which will be
held in Singapore.
Ben Chang
(http://web.ncyu.edu.tw/~ben/)
Assistant Professor, National Chiayi University,
Taiwan
Ben Chang is an assistant
professor of Department of E-Learning Design and
Management at National Chiayi University,
Taiwan. His research addresses motivation
development, online-learning community, digital
classroom environment design, and learning game
design. He is the executive program chair of
GTEL&S (Game and Toy Enhanced Learning &
Society) sub-conference of the ICCE 2010 which
will be held in Malaysia.
Contact Information
Ming-Puu Chen <mpchen ntnu.edu.tw>
Ben Chang <ben ncyu.edu.tw>
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