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Transactions on Edutainment VIII

  • Book
  • © 2012

Overview

  • Gives a forum for stimulating and innovative research ideas in edutainment
  • Features outstanding contributions from the Edutainment 2011 conference
  • Contains detailed papers on up-to-date topics in edutainment

Part of the book series: Lecture Notes in Computer Science (LNCS, volume 7220)

Part of the book sub series: Transactions on Edutainment (TEDUTAIN)

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Table of contents (24 chapters)

  1. Regular Papers

Keywords

About this book

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. This issue contains 10 outstanding contributions from the International Conference on E-Learning and Games, Edutainment 2011, as well as 14 regular papers which were partly selected from national conferences. The topics covered are game engine, using games to teach, identifying player emotion states, assessing the effects of educational games to multi-touch interaction, natural user interface, and virtual reality. Generally, the papers present a large number of examples of edutainment applications, giving more evidence on the high potential and impact of edutainment approaches.

Editors and Affiliations

  • Hangzhou Normal University, Hangzhou, China

    Zhigeng Pan

  • National University of Singapore, Singapore

    Adrian David Cheok

  • University of Education, Weingarten, Germany

    Wolfgang Müller

  • Athabasca University, Canada

    Maiga Chang

  • Zhejiang University, Hangzhou, China

    Mingmin Zhang

Bibliographic Information

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