Skip to main content

Developing the Historical Culture Course by Using the Ubiquitous Game-Based Learning Environment

  • Conference paper
  • 1517 Accesses

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5145))

Abstract

With the advance of information technologies, it is much easier to provide and construct various powerful e-learning platforms. Nevertheless, such kinds of e-learning platforms are available worldwide, but the percentage of using these platforms is still unsatisfactory. The main reason lies in the learning content and learning activities couldn’t attract learner. Accordingly these e-learning platforms are not able to fit the needs of either learners or instructors. In this paper, we proposed an integrated learning environment called U-GBL (Ubiquitous Game-Based Learning) system. We used the technologies in interactive video, GPS (Global Positioning System), GIS (Geographic Information System) and RFID (Radio Frequency Identification) to construct the interactive game-based learning environment. Learners could utilize PPC (Pocket PC) to have the game-based learning activities anytime and anywhere. And we also demonstrated an example of the historical culture course content to explain the gaming scenario in our learning environment. We hope this U-GBL learning platform could help to enrich the learning motivation and to improve the learning efficiency.

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. Prensky, M.: Digital Game-based Learning. McGraw-Hill, New York (2001)

    Google Scholar 

  2. Gee, J.P.: Why Are Video Games Good For Learning? This paper was, in part, inspired by reading Michael Zyda’s recent paper, From visual simulation to virtual reality to games. Computer 9, 25–32 (2005)

    Google Scholar 

  3. Kirriemuir, J., McFarlane, A.: Literature Review in Games and Learning, A Report of NESTA Futurelab in 2004 (2004), http://www.nestafuturelab.org/research/reviews/08_01.htm

  4. Rajaravivarma, R.: A Games-Based Approach for Teaching the Introductory Programming Course. ACM SIGCSE 2005 Bulletin archive 37(4) (2005)

    Google Scholar 

  5. Ogata, H., Yano, Y.: Context-Aware Support for Computer-Supported Ubiquitous Learning / Ubiquitous-learning system for the Japanese polite expressions. In: IEEE International Workshop on Wireless and Mobile Technologies in Education (2004)

    Google Scholar 

  6. Ogata, H., Yin, C., Paredes, R.G., Oishi, Y., Ueda, T.: Supporting mobile language learning outside classrooms. In: Proceedings of the 6th International Conference on Advanced Leaning Technologies, pp. 928–932 (2006)

    Google Scholar 

  7. Rogers, Y., Price, S., Randell, C., Fraser, D.S., Weal, M., Fitzpatrick, G.: Ubi-learning Integrates Indoor and Outdoor Experiences. Communications of the ACM 48(1) (2005)

    Google Scholar 

  8. Wu, I.N., Teng, C.-M.J., Chen, Y.C., Lin, T.Y., Chu, H.H., Hsu, J.Y.-J.: Point-of-capture archiving and editing of personal experiences from a mobile device. Ubiquit. Comput., 235–249 (2007)

    Google Scholar 

  9. Mansley, K., Scott, D., Tse, A., Madhavapeddy, A.: Feedback, Latency, Accuracy: Exploring Tradeoffs in Location-Aware Gaming. In: SIGCOMM 2004 Workshops, Portland, Oregon, USA (2004)

    Google Scholar 

  10. Hinze, A., Buchanan, G.: The Challenge of Creating Cooperating Mobile Services:Experiences and Lessons Learned. In: Twenty-Ninth Australasian Computer Science Conference, Hobart, Tasmania, Australia (2006)

    Google Scholar 

  11. Brown, R., Ryu, H., Parsons, D.: Mobile Helper for University Students: A Design for a Mobile Learning Environment. In: OZCHI 2006, Sydney, Australia (2006)

    Google Scholar 

  12. Klopfer, E., Squire, K., Jenkins, H.: Environmental Detectives: PDAs as a window into a virtual simulated world, Wireless and Mobile Technologies in Education. In: Proceedings of IEEE International Workshop, pp. 95–98 (2002)

    Google Scholar 

  13. Sanchez, J., Salinas, A., Saenz, M.: Mobile Game-Based Science Learning. In: Proceedings of the Distance Learning and Internet Conference, APRUNet, Tokyo, pp. 18–30 (2006)

    Google Scholar 

  14. Cheok, A.D., Lee, S.P., Liu, W., Soon, T.-K.J.: Combining the real and cyber worlds using mixed reality and human centered media. In: International Conference on Cyberworlds (2005)

    Google Scholar 

  15. Anderson, W., Krathwohl., D.R. (eds.): A taxonomy for learning teaching and assessing: A revision of Bloom’s educational objectives, pp. 67–68. Longman, New York (2001)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Frederick Li Jianmin Zhao Timothy K. Shih Rynson Lau Qing Li Dennis McLeod

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Chen, JH., Wang, TH., Chang, WC., Chao, L.R. (2008). Developing the Historical Culture Course by Using the Ubiquitous Game-Based Learning Environment. In: Li, F., Zhao, J., Shih, T.K., Lau, R., Li, Q., McLeod, D. (eds) Advances in Web Based Learning - ICWL 2008. ICWL 2008. Lecture Notes in Computer Science, vol 5145. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-85033-5_24

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-85033-5_24

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-85032-8

  • Online ISBN: 978-3-540-85033-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics