Wednesday, 17 March 2010

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Transactions: INTERNATIONAL JOURNAL of COMPUTERS
Transactions ID Number: 19-277
Full Name: Khaled Ayad
Position: Researcher
Age: ON
Sex: Male
Address: Faculty of Technology,De Montfort University,Leicester LE1 9BH, UNITED KINGDOM
Country: UNITED KINGDOM
Tel: 00447878049858
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E-mail address: khaled_geo@yahoo.com
Other E-mails: khaled_geo@hotmail.com
Title of the Paper: The influence of game in e-learning: an empirical study
Authors as they appear in the Paper: Dimitrios Rigas, Khaled Ayad
Email addresses of all the authors: d.rigas@DMU.ac.uk, Khaled_geo@yahoo.com
Number of paper pages: 9
Abstract: A human-computer interface is an attempt to mimic human-human communication. In human-human communication, especially in learning, students interact emotionally either with each other or with their instructor in way that minimizes, to some extent, the formality of the learning arena/environment. In web based learning these emotions are usually not present within many of the types of e-learning environments. Researchers on the other hand have articulated that humour strengthens students' performance in a learning environment combined with amusement features. This mostly happens online were users in front of unadulterated educational screens. In this paper, we empirically investigated the role of edutainment applied avatar as a tool to represent the entertainment attributes in an e-learning framework. The empirical investigation aimed at measuring the usability of four experimental game-based interfaces; each of which is integrated with a combination of differen!
t multi-modal features which included; text, earcons, speech, and avatar. These four game-based learning interfaces were introduced in four phases; the first to be introduced consisted of text and speech only (TS), the second, text and earcons only (TE), the third, integrated with text, speech and earcons (TSE) and finally fourth game was with text, speech, earcons and avatar (TSEA). This combination of various multi-modal metaphors with e-learning systems were examined to determine the preferable set of multi-modal grouping that entertained and enhanced user's performance. Effectiveness and efficiency of these four environments were analyzed using an independent group of users. The outcomes showed a higher improvement rate in performance of students who learnt with the game interface integrated with the avatar than the other versions.
Keywords: Avatar, E-learning, Edutainment, Entertainment, Human Computer Interaction (HCI), Multi-modal.
EXTENSION of the file: .pdf
Special (Invited) Session: An Empirical Investigation on Effectiveness of Game Based Learning
Organizer of the Session: 696-139
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