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EGameDesign: Guidelines for Enjoyment and Knowledge Enhancement

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Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 5685))

Abstract

We believe that an effective e-learning game can encourage the learners’ enjoyment and catalyst their learning initiative, so as to cumulate their learning experience, and to improve their knowledge. However, challenges remain in terms of what tasks included and arranged in a “complexity” game design for the knowledge level enhancement. Thus, this study presents the design guidelines based on the Freitas and Oliver four dimensions game-design evaluation framework and stressed the Bloom six levels of knowledge within the cognitive domain to interpret game tasks arrangement. These guidelines was applied to design a e-learning games VIEW (Virtual Investment Education World) which includes the investment tasks of virtual stock market, financial news, investment course, forum, and so on. By employed financial textbooks, the VIEW knowledge pool was built. In order to increase the complexity of the game, the embedded levels of knowledge were testified by some faculty iteratively.

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© 2009 Springer-Verlag Berlin Heidelberg

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Yu, SC., Fu, FL., Su, C.H. (2009). EGameDesign: Guidelines for Enjoyment and Knowledge Enhancement. In: Wang, F.L., Fong, J., Zhang, L., Lee, V.S.K. (eds) Hybrid Learning and Education. ICHL 2009. Lecture Notes in Computer Science, vol 5685. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03697-2_4

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  • DOI: https://doi.org/10.1007/978-3-642-03697-2_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-03696-5

  • Online ISBN: 978-3-642-03697-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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