Learning can take place anytime and anywhere, in particular in the context of lifelong and informal learning. Learners have their own learning styles. Some may prefer reading alone over listening to a lecture and some may want to get their hands dirty in hands-on practices. While some may be impressed and can learn quickly through watching a documentary movie, some others may want to interact with peers either physically or virtually (sometimes via avatars or even with virtual characters). No matter what preference learners have, engagement and motivations are the key ingredients for effective and efficient learning. Toy, robot and game technologies attract learners’ attention, engaging them through highly interactive and immersive experiences. Such technologies also satisfy the various learning needs as well as to assessing learners’ skills knowledge unobtrusively and implicitly. This track aims at providing researchers a platform to share and discuss innovative and advanced learning and assessment technologies utilizing toys, robots, and games.
This track welcomes submissions in topics including, but not limited to:
Assessment in the Games and Virtual Worlds
Edutainment
Educational games
Educational robots & toys
Innovative interaction in Games
Learning Analytics in Educational Games
Mobile games and smart city learning
Natural and gestural user interface applications (include computer and video games)
Serious games
Simulation and training (skill, competence, vocational learning)
Stealth Assessment
Tangible and physical computing for learning
Virtual and augmented learning environments
07月03日
2017
07月07日
2017
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