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Interactive Learning Environments

2013 Volume 21, Number 2

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Table of Contents

Number of articles: 9

  1. Examining the Effects of Combining Self-Explanation Principles with an Educational Game on Learning Science Concepts

    Chung-Yuan Hsu & Chin-Chung Tsai

    Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil... More

    pp. 104-115

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  2. The Importance and Use of Targeted Content Knowledge with Scaffolding Aid in Educational Simulation Games

    Fu-Hsing Tsai, Charles Kinzer, Kuo-Hsun Hung, Cheng-Ling Alice Chen & I-Ying Hsu

    While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is... More

    pp. 116-128

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  3. The Impact of Adventure Video Games on Foreign Language Learning and the Perceptions of Learners

    Hao-Jan Howard Chen & Ting-Yu Christine Yang

    Several researchers have highlighted the potential of applying adventure video games in second language acquisition; however, few studies have investigated the impact of adventure games on foreign ... More

    pp. 129-141

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  4. Framework for Educational Robotics: A Multiphase Approach to Enhance User Learning in a Competitive Arena

    Ngit Chan Lye, Kok Wai Wong & Andrew Chiou

    Educational robotics involves using robots as an educational tool to provide a long term, and progressive learning activity, to cater to different age group. The current concern is that, using... More

    pp. 142-155

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  5. Designing a Robot Teaching Assistant for Enhancing and Sustaining Learning Motivation

    I-Chun Hung, Kuo-Jen Chao, Ling Lee & Nian-Shing Chen

    Although many researchers have pointed out that educational robots can stimulate learners' learning motivation, the learning motivation will be hardly sustained and rapidly decreased over time... More

    pp. 156-171

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  6. Digital Learning Playground: Supporting Authentic Learning Experiences in the Classroom

    Gwo-Dong Chen, Nurkhamid , Chin-Yeh Wang, Su-Hang Yang, Wei-Yuan Lu & Chih-Kai Chang

    This study proposes a platform to provide a near-authentic environment, context, and situation for task-based learning. The platform includes two projection screens (a vertical and a horizontal... More

    pp. 172-183

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  7. Study of Co-Located and Distant Collaboration with Symbolic Support via a Haptics-Enhanced Virtual Reality Task

    Shih-Ching Yeh, Wu-Yuin Hwang, Jin-Liang Wang & Shi-Yi Zhan

    This study intends to investigate how multi-symbolic representations (text, digits, and colors) could effectively enhance the completion of co-located/distant collaborative work in a virtual... More

    pp. 184-198

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  8. Walk-Rally Support System Using Two-Dimensional Codes and Mobile Phones

    Tetsuya Miyagawa, Yoshio Yamagishi & Shun Mizuno

    "Walk Rally" (WR), an orienteering-like recreation game, is common, especially in Japan. Numerous trials to combine WR with educational activities are being carried out by some educators.... More

    pp. 199-210

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  9. Designing the Internet of Things for Learning Environmentally Responsible Behaviour

    Jun Hu, Bram van der Vlist, Gerrit Niezen, Willem Willemsen, Don Willems & Loe Feijs

    We present two designs in the area of the Internet of Things, utilizing the ontology-driven Smart Objects For Intelligent Applications (SOFIA) Interoperability Platform (IOP). The IOP connects... More

    pp. 211-226

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