Skip to main content

Experience the Antique Olympics! An Interactive Educational Narrative

  • Conference paper
  • 1560 Accesses

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 3105))

Abstract

In this paper, we describe a concept for a narrative e-learning application. We point out the enrichment of learning environments through stories and describe our approach to educational narratives. Furthermore, we present an interactive story plot to learn about the antique Olympic Games.

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   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

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. ACM eLearn Magazine, Education and Technology in Perspective: Feelin’ Groovy (2004), Retrieved April 7th 2004 from http://www.elearnmag.org/subpage/sub_page.cfm?article_pk=10221&page_number_nb=1&title=FEATURE%20STORY

  2. Gagne, R.M., Briggs, L.J., Wager, W.W.: Principles of instructional design. HBJ College & School Division, Fort Worth (1992)

    Google Scholar 

  3. Schell, J.: Understanding Entertainment: Story And Gameplay Are One. In: Jacko, J.A., Sears, A. (eds.) The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Lawrence Erlbaum Associates, Inc., Mahwah (2002)

    Google Scholar 

  4. Holzinger, A.: Basiswissen Multimedia, Band 2. Vogel Verlag, Würzburg (2001)

    Google Scholar 

  5. Schulmeister, R.: Grundlagen hypermedialer Lernsysteme: Theorie – Didaktik – Design. Addison-Wesley, Bonn (1996)

    Google Scholar 

  6. Klett-Heureka (2004), Retrieved April 7th 2004 from http://www.klett-verlag.de/heureka/

  7. Noah, D.: An Analysis of Narrative-based Educational Software (2003), Retrieved November 15th 2003 from http://naturalhistory.uga.edu/narrative_paper.htm

  8. Tobias, R.B.: 20 Master Plots: And How to Build Them. Walking Stick Press (2003)

    Google Scholar 

  9. Crawford, C.: Plot versus interactivity (2004), Retrieved April 7th 2004 from http://www.erasmatazz.com

  10. Vogler, C.: Die Odyssee des Drehbuchschreibens (A Writer’s Journey), 2nd edn. Zweitausendeins, Frankfurt a. M, Germany (1998)

    Google Scholar 

  11. art-E-fact, Generic Platform for Interactive Storytelling in Mixed Reality, EU-Funded Project (IST-2001 37924 ART-E-FACT). Project website (2004), Retrieved April 7th from http://www.art-e-fact.org/

  12. Spierling, U., Iurgel, I.: Just Talking About Art. In: Balet, O., Subsol, G., Torguet, P. (eds.) ICVS 2003. LNCS, vol. 2897, pp. 189–197. Springer, Heidelberg (2003)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2004 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Hoffmann, A., Riemenschneider, B. (2004). Experience the Antique Olympics! An Interactive Educational Narrative. In: Göbel, S., et al. Technologies for Interactive Digital Storytelling and Entertainment. TIDSE 2004. Lecture Notes in Computer Science, vol 3105. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-27797-2_24

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-27797-2_24

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-22283-5

  • Online ISBN: 978-3-540-27797-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics