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E-learning as Computer Games: Designing Immersive and Experiential Learning

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Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3332))

Abstract

The article presents the academic views of narrative in the interactive environment particularly in computer games. The relationship between stories and games is examined from the perspective of ludology and narratology in order to understand how computer games work as a medium for storytelling. E-Learning software is thus analyzed as computer games and several issues pertaining to the lethargic stage of educational software development are raised. Then, two versions of e-Learning prototypes are demonstrated and discussed.

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References

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© 2004 Springer-Verlag Berlin Heidelberg

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Siang, A.C., Rao, G.S.V.R.K. (2004). E-learning as Computer Games: Designing Immersive and Experiential Learning. In: Aizawa, K., Nakamura, Y., Satoh, S. (eds) Advances in Multimedia Information Processing - PCM 2004. PCM 2004. Lecture Notes in Computer Science, vol 3332. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-30542-2_78

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  • DOI: https://doi.org/10.1007/978-3-540-30542-2_78

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-23977-2

  • Online ISBN: 978-3-540-30542-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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