收集的論文
這是這禮拜的作業
但是論文跟期刊我還是有點分不清楚?
第一篇
題目:Three Important Research Agendas forEducational Multimedia:Learning, Children, and
Gender
作者:Kori Inkpen
學校:Department of Computer ScienceThe University of British Columbia
摘要:This paper discusses three often-overlooked characteristics of educational multimedia systemsthat are important for human-computer interaction (HCI) researchers: (a) learningenvironments have very different goals and approaches than do workplace environments, soHCI research must investigate issues within the context of learning; (b) what works for adultswill not necessarily work for children, so HCI research must develop usability guidelines thatare appropriate for children; (c) girls and boys interact differently with technology, so HCIresearch must understand how each gender interacts with computers. We illustrate each ofthese issues with examples from our own research and explain how the characteristics ofeducational multimedia systems can lead to computing environments that do not hinderchildren's learning and do not exclude any children on the basis of gender.
第二篇
題目:Applying constructivist approach to educational business games: case REALGAME
作者: 1Timo Lainema
2Pekka Makkonen
學校: 1Turku School of Economics and Business Administration, Information Systems Science
2University of Jyväskylä, Department of Computer Science and Information Systems
摘要: Business organizations and their employees face ever-increasing complexity and accelerating changes. This brings along the need for training models that can transmit knowledge and skills needed in this kind of environment. Business process understanding is especially required. This article evaluates business games in the light of constructivism, a view of learning emphasizing the need to anchor training to everyday activities and concrete contexts, and introduces a new computer-based business game. The purpose of this construction is to give the business game participants a realistic view of business processes and thus enhance participant business process perception. The primary aim of the construction is to present business processes to game participants by providing a natural representation of the real world and a case-based learning environment that fosters reflective practice. Although this article does not explicitly describe a geographically distributed game case, it introduces a game construction based on Internet transmission protocol that can also be used in a distributed manner. But as such, the article argues for the use of techniques that support continuously processed and Internet-based gaming simulations.
第三篇
題目:Aspects of Game- Based Learning
作者:Maja Pivec1 Olga Dziabenko 2 Irmgard Schinner2
學校:FH JOANNEUM, Information Design, Austria1
FH JOANNEUM, Centre for Multimedia and Learning, Austria2
摘要:How to design effective learning opportunities? Why is learning byexperience often more efficient than learning by studying? How to provide thelearning experiences needed to respond to current challenges? Using computer gamesand games in general for educational purposes offers a variety of knowledgepresentations and creates opportunities to apply the knowledge within a virtual world,thus supporting and facilitating the learning process. An innovative educationparadigm like game-based learning suitable for this purpose is described in this article.The connection of the collaborative social context of education with game-basedlearning is discussed.
