Skip to main content

A Case Study of Game Design for E-Learning

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3942))

Abstract

In 21st Century, through the E-learning, students can be fostered the abilities of critical thinking and skills of problem solving. Resulting from this learning, learners can apply their learned knowledge in daily problem solving and can create a new attitude to their living. This study is to develop a new computer Role-Playing Game (RPG). In the game, it will blend the ideas of RPG and theory of Problem-Based Learning (PBL), which leads the players to develop their learning strategy and strengthen their problem solving ability. The spectrum ideas of this game will focus on the daily life problems and common knowledge. In a RPG, the player can use learned knowledge to solve problems. Furthermore, in the process of problem solving, players learn to know the concepts implied in the game.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   149.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Turkle, S.: Life on the ScreenIdentity in the Age of the Internet. Simon & Schuster, NY (1995)

    Google Scholar 

  2. Lepper, M.R., Malone, T.W.: Intrinsic Motivation and Instructional Effectiveness in Computer-Based Education. In: Snow, R.E., Farwr, M.J. (eds.) Aptitude, Learning and Instruction III: Cognition and Affective Process Analysis. Erlbaum, Mahwah (1983)

    Google Scholar 

  3. Alessi, S.M., Trollip, S.R.: Multimedia for Learning: Methods and Development. Allyn and Bacon, NY (2001)

    Google Scholar 

  4. Howland, G.: Game Design: The Essence of Computer Games (retrieved November 9, 2005), from, http://www.lupinegames.com/articles/essgames.htm

  5. Li, W.C., Yen, C.M.: Automatic Electronic Teaching Material Design on the World Wide Web. In: Paper presented at the 17th National Technique Education Conference, Taipei (2001)

    Google Scholar 

  6. Li, B.: Multimedia Teaching Environment and Creative Thinking (retrieved November 9, 2005), from, http://www.fhjh.tp.edu.tw/erc/

  7. Torp, L., Sage, S.M.: Problems as Possibilities Problem-Based Learning for K-12 Education. Association for Supervision and Curriculum Development, Virginia (1998)

    Google Scholar 

  8. Albanese, M.A., Mitchell, S.: Problem-Based: A Review of Literature on Its Outcomes and Implementation Issues. Academic Medicine 68, 52–81 (1993)

    Article  Google Scholar 

  9. Fogarty, R.: Problem-Based Learning: The Other Curriculum Models for the Multiple Intelligences Classroom. ED 405143 (1997)

    Google Scholar 

  10. Shirley, C.A., John, H., Geraldine, L.: Constructing Problems in a Web-Based Learning Environment. Educational Media Instruction 35(3), 173–180 (1998)

    Article  Google Scholar 

  11. Chiu, K.F.: The Situated Learning and the Computer Assistance Learning - A Study of Learning Society Group. National Taiwan Normal University Press, Taipei (1998)

    Google Scholar 

  12. Shiao, Y.L.: A Network Teaching Study of Problem - Based Learning on Counseling Ethics, Unpublished master dissertation. Normal Changhua University of Educates, Changhua, Taiwan (1993)

    Google Scholar 

  13. Wiers, R.W.: Design of A Problem - Based Curriculum: A General Approach and A Case Study in The Domain of Public Health. Medical Teacher 24(1), 45–51 (2000)

    Article  Google Scholar 

  14. Tsai, S.L.: Game Theory and Application, vol. 12, pp. 151–174. Tainan Woman’s College Press, Tainan (2003)

    Google Scholar 

  15. Chai, B.R.: Network Culture. Yang-Zhi Press, Taipei (2001)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2006 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Ho, PC., Chung, SM., Tsai, MH. (2006). A Case Study of Game Design for E-Learning. In: Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2006. Lecture Notes in Computer Science, vol 3942. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11736639_57

Download citation

  • DOI: https://doi.org/10.1007/11736639_57

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-33423-1

  • Online ISBN: 978-3-540-33424-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics