Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment

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This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.Hilary McLellan [5] postulates that each 10 minutes something (exciting) should happen. ... Ludic spaces are always composed of one or more out of three different formal structures, which he calls: Game, ... For example, a pinball-hero will not read the instruction manual, but just start to play and learn some good and bad ... in a dialogue each character should have no more than 2 or 3 lines to say, monologues should be avoided, or a scene should not be much longer than 3-4 minutesanbsp;...

Title:Technologies for E-Learning and Digital Entertainment
Author:Zhigeng Pan, Ruth Aylett, Holger Diener, Xiaogang Jin, Stefan Göbel, Li Li
Publisher:Springer - 2006-03-22


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