TY - GEN
T1 - EduBingo
T2 - DIGITEL 2007: 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
AU - Cheng, Hercy N.H.
AU - Deng, Yi Chan
AU - Chang, Sung Bin
AU - Chan, Tak Wai
PY - 2007
Y1 - 2007
N2 - Some researches suggest that Well-designed computer games can facilitate children's learning and motivation on mathematics [11, 17]. To sustain the fun in playing a learning game, according to the concept of flow", students need a series of challenges to match their developing skills. This paper addresses two design questions: 1) How to transform a popular game into an educational game? 2) How to design multi-level challenges to sustain fun for practicing arithmetic in that game? In this paper, the game rules of Bingo are modified to design a competitive computer game, called EduBingo, for practicing arithmetic in a classroom. Based on our previous works and surveys of several digital games, four dimensions of challenges are identified for devising such educational games. A trail test was conducted to preliminarily evaluate the game's effects on learning, and, in particular, the influences of different dimensions of challenges on practice.
AB - Some researches suggest that Well-designed computer games can facilitate children's learning and motivation on mathematics [11, 17]. To sustain the fun in playing a learning game, according to the concept of flow", students need a series of challenges to match their developing skills. This paper addresses two design questions: 1) How to transform a popular game into an educational game? 2) How to design multi-level challenges to sustain fun for practicing arithmetic in that game? In this paper, the game rules of Bingo are modified to design a competitive computer game, called EduBingo, for practicing arithmetic in a classroom. Based on our previous works and surveys of several digital games, four dimensions of challenges are identified for devising such educational games. A trail test was conducted to preliminarily evaluate the game's effects on learning, and, in particular, the influences of different dimensions of challenges on practice.
UR - http://www.scopus.com/inward/record.url?scp=34547693085&partnerID=8YFLogxK
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U2 - 10.1109/DIGITEL.2007.23
DO - 10.1109/DIGITEL.2007.23
M3 - Conference contribution
AN - SCOPUS:34547693085
SN - 0769528015
SN - 9780769528014
T3 - Proceedings - DIGITEL 2007: First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning
SP - 11
EP - 18
BT - Proceedings - DIGITEL 2007
Y2 - 26 March 2007 through 28 March 2007
ER -