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Emerging E-Learning Technologies
Game-Based Learning with Ubiquitous Technologies
E-learning communities have recently started to emphasize the need to make e-learning systems more practical rather than more powerful. Related studies indicate that the appeal of learning content as well as participation in learning activities are primary concerns. The authors propose using advanced ubiquitous technologies to construct a location-aware, digital game-based learning environment. This framework presents the notion of a ubiquitous game-based learning model from technical and experimental viewpoints. An example of the courseware for a class on Tamsui, Taiwans historical culture demonstrates the learning scenarios viability in the proposed environment.
Content digitalization and learning technologies have obviously played a major role in recent
e-learning developments. E-learnings progression has rested on the notion of constructing new learning styles using new technologies, such as networks or multimedia. Meanwhile, some conventional pedagogical theories have shifted to underpin learning-style development. Game-based learning is an evident and popular direction.
Research in computer games as an academic discipline began in 2000. At rst, such games were considered detrimental to knowledge absorbency and cognitively worthless. However, after 2004, e-learning technologies increasingly began to integrate with computer games, and academic research shifted from entertainment to game-based learning.
Moreover, information technologies phenomenal growth has enabled pow-
erful and convenient new multimodal e-learning platforms. People who use such platforms can acquire plentiful knowledge, but although e-learning services are available worldwide, few have proven successful. Current learning content and activities dont attract learners to these conventional platforms. In other words, these platforms dont t either learners or instructors needs.
To address these issues, we propose an integrated approach that uses some advanced mobile technologies, including GPS, geographic information systems (GIS), and RFID, to construct a ubiquitous, game-based digital learning environment that could greatly improve participation in and enjoyment of conventional Web-based learning activities. We look at course content covering Taiwans historical culture to describe a scenario in the proposed learning environment and examine ed-
Wen-Chih Chang
Chung Hua University
Te-Hua Wang and Freya H. LinChihlee Institute of Technology
Hsuan-Che Yang
Tungnan University
26 Published by the IEEE Computer Society 1089-7801/09/$25.00 2009 IEEE IEEE INTERNET COMPUTING
Game-Based Learning
ucational analysis methods that support ubiquitous learning.
Games and the Real World
Using the appropriate multimedia, game-based learning can...