LEADER 06040nam 22008415 450 001 996465290003316 005 20220802225002.0 010 $a1-280-38318-6 010 $a9786613561107 010 $a3-642-03364-4 024 7 $a10.1007/978-3-642-03364-3 035 $a(CKB)1000000000772882 035 $a(SSID)ssj0000318639 035 $a(PQKBManifestationID)11279918 035 $a(PQKBTitleCode)TC0000318639 035 $a(PQKBWorkID)10310569 035 $a(PQKB)11090879 035 $a(DE-He213)978-3-642-03364-3 035 $a(MiAaPQ)EBC3064424 035 $a(PPN)139950834 035 $a(EXLCZ)991000000000772882 100 $a20100301d2009 u| 0 101 0 $aeng 135 $aurnn#008mamaa 181 $ctxt 182 $cc 183 $acr 200 10$aLearning by Playing. Game-based Education System Design and Development$b[electronic resource] $e4th International Conference on E-learning, Edutainment 2009, Banff, Canada, August 9-11, 2009, Proceedings /$fedited by Maiga Chang, Rita Kuo, Kinshuk, Gwo-Dong Chen, Michitaka Hirose 205 $a1st ed. 2009. 210 1$aBerlin, Heidelberg :$cSpringer Berlin Heidelberg :$cImprint: Springer,$d2009. 215 $a1 online resource (XVII, 579 p.) 225 1 $aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v5670 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a3-642-03363-6 320 $aIncludes bibliographical references and index. 327 $aInteractions in Games -- Simulation and Animation -- Digital Museum and Digital Heritage -- Game Design and Development -- Social and Cultural Issues -- Storytelling and Narrative in Education -- Game-Based Learning/Training -- VR-Based Education/Training -- Vision and Imaging Technology in Games -- Educational Robot and Toy -- Augmented Reality in Education/Training -- Enriching Users? Edutainment through Embodied Video Interactive Games -- Researches on Educational Robots of Taiwan e-Learning and Digital Archives Program -- Researches on Innovative Design of Learning Software and Content. 330 $aWith the widespread interest in digital entertainment and the advances in the technologies of computer graphics, multimedia and virtual reality technologies, the new area of ?Edutainment? has been accepted as a union of education and computer entertainment. Edutainment is recognized as an effective way of learning through a medium, such as a computer, software, games or AR/VR applications, that both educates and entertains. The Edutainment conference series was established and followed as a special event for the new interests in e-learning and digital entertainment. The main purpose of Edutainment conferences is the discussion, presentation, and information exchange of scientific and technological developments in the new community. The Edutainment conference series is a very interesting opportunity for researchers, engineers, and graduate students who wish to communicate at these international annual events. The conference series includes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first (Edutainment 2006 in Hangzhou, China), the second (Edutainment 2007 in Hong Kong, China), and the third events (Edutainment 2008 in Nanjing, China), Edutainment 2009 was held August 9?11, 2009 in Banff, Canada. This year, we received 116 submissions from 25 different countries and regions including Austria, Canada, China, Denmark, Finland, France, Germany, Greece, Hong Kong, Italy, Japan, Korea, Malaysia, Mexico, The Netherlands, Norway, Portugal, Singapore, Spain, Sweden, Switzerland, Taiwan, Trinidad and Tobago, UK, and USA. 410 0$aInformation Systems and Applications, incl. Internet/Web, and HCI ;$v5670 606 $aEducation?Data processing 606 $aUser interfaces (Computer systems) 606 $aComputer graphics 606 $aComputers and civilization 606 $aArtificial intelligence 606 $aApplication software 606 $aComputers and Education$3https://scigraph.springernature.com/ontologies/product-market-codes/I24032 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aComputer Graphics$3https://scigraph.springernature.com/ontologies/product-market-codes/I22013 606 $aComputers and Society$3https://scigraph.springernature.com/ontologies/product-market-codes/I24040 606 $aArtificial Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/I21000 606 $aInformation Systems Applications (incl. Internet)$3https://scigraph.springernature.com/ontologies/product-market-codes/I18040 615 0$aEducation?Data processing. 615 0$aUser interfaces (Computer systems). 615 0$aComputer graphics. 615 0$aComputers and civilization. 615 0$aArtificial intelligence. 615 0$aApplication software. 615 14$aComputers and Education. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aComputer Graphics. 615 24$aComputers and Society. 615 24$aArtificial Intelligence. 615 24$aInformation Systems Applications (incl. Internet). 676 $a374.26 702 $aChang$b Maiga$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKuo$b Rita$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aKinshuk$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aChen$b Gwo-Dong$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aHirose$b Michitaka$4edt$4http://id.loc.gov/vocabulary/relators/edt 712 12$aEdutainment 2009 906 $aBOOK 912 $a996465290003316 996 $aLearning by Playing. Game-based Education System Design and Development$9774235 997 $aUNISA