This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The third volume in this series contains a selection of 12 outstanding contributions from Edutainment 2009, the 4th International Conference on E-Learning and Games, held in Canada in August 2009. The main focus of these papers is on the use of games to stimulate learners. In addition, 10 regular papers are included, presenting a wide range of edutainment tools and applications.... educational game; for instance during the dental care scenario, they shoulduseWii remote to clean the small blobs on teeth.Asshown in Fig.3. 3.2 Game Development In order to make use of Wii remote on any desktop or laptop, wehavecreated abarwhich containstwo infrared LEDs. ... Memorabilitywith regard tolearning refers to how much of information a studentcan remember after it isshown to him.
|Title||:||Transactions on Edutainment III|
|Author||:||Zhigeng Pan, Maiga Chang, Adrian David Cheok, Wolfgang Müller|
|Publisher||:||Springer Science & Business Media - 2010-01-20|