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

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)
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: 27 Oct 2022 08:49 UTC
Resource URI: https://kar.kent.ac.uk/id/eprint/36366 (The current URI for this page, for reference purposes)

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