Ang, Chee Siang, Rao, Radha Krishna (2005) E-learning as Computer Games: Designing Immersive and Experiential Learning. In: Advances in Multimedia Information Processing - PCM 2004. Lecture Notes in Computer Science . pp. 633-640. Springer, Berlin, Germany ISBN 978-3-540-23977-2. E-ISBN 978-3-540-30542-2. (doi:10.1007/978-3-540-30542-2_78) (The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided) (KAR id:36366)
The full text of this publication is not currently available from this repository. You may be able to access a copy if URLs are provided. | |
Official URL: http://dx.doi.org/10.1007/978-3-540-30542-2_78 |
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.
Item Type: | Conference or workshop item (Paper) |
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DOI/Identification number: | 10.1007/978-3-540-30542-2_78 |
Uncontrolled keywords: | Computer Game, Virtual World, Japanese Language, Game World, Narrative Discourse |
Subjects: | T Technology |
Divisions: | Divisions > Division of Computing, Engineering and Mathematical Sciences > School of Engineering and Digital Arts |
Depositing User: | Tina Thompson |
Date Deposited: | 14 Nov 2013 10:28 UTC |
Last Modified: | 05 Nov 2024 10:20 UTC |
Resource URI: | https://kar.kent.ac.uk/id/eprint/36366 (The current URI for this page, for reference purposes) |
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