2. Outline
In this Semester, we have discussed the
following issues
• Overview of Distance Learning Technologies
• Asynchronized Distance Learning
• Synchronized Distance Learning
• Distance Learning Software Systems
• Distance Learning Standards – SCORM
• Distance Learning Standards – Q&TI
• Learning Object Repository and CORDRA
• Intelligent Tutoring and Adaptive Testing
• Selected Topics for e-Learning Technologies – Mobile Learning
• Selected Topics for e-Learning Technologies – Game Based Learning
• Selected Topics for e-Learning Technologies – CHI
• Selected Topics for e-Learning Technologies –Digital TV and MHP
3. Some Topics in GBL
• Game Based Collaborative Learning
• Assessment of Learning Performance in GBL
• Authoring Tools for GBL
• Game Engine Development and Customization to GBL
• Artificial Intelligent for GBL
• On-Line and Mobile Game Technologies
• Location-Aware Games and Ubiquitous Technologies
• Multimodality Interactions in GBL
• Evaluation and User Experiences of GBL Systems
• Social Impacts of GBL
• Educational Game Design
4. Suggested Research
Directions
• Practical guideline for linking contents to
games: although there are models for GBL
development, it is still a difficult but critical
issue to properly link contents and flow of
experience into video games.
• Taxonomy of games for education: different
academic subjects might need different types
of video games. Although there are taxonomies
for games, an analysis strategy of game
taxonomy for education is helpful.
5. Suggested Research
Directions
• Quantitative metric for the evaluation of GBL: GBL
increases the motivation of study. However, a
quantitative metric of the improvement could be useful.
In addition, the assessment of student performance
needs to distinguish whether a student successfully
plays a game or in fact learns the material.
• Social game for collaborative learning: with the
recent development of social computing, social games
will further play an important role in GBL. The
development of collaborative learning can take game
technologies into consideration.
6. Suggested Research
Directions
• Adaptive technologies in GBL: the
study of individual differences in social
network and gameplay is important.
Adaptive technologies to support different
types of students while they are playing
social games are interesting issues to be
investigated.
7. Suggested Research
Directions
• Advanced ICTs: the use of advanced
information and communication
technologies is important. With the recent
development in Computer-Human-
Interaction (CHI) technologies, super-
realistic and high resolution graphics, and
3D video technologies, there are
technical challenges ahead, from both
engineering and sociological
perspectives.
8. How about Social
Computing?
• Micro-blogging Service for Discussion Board over Social Networks
• Learning Management Systems Based on Social Networking Sites
• Tools for Social Knowledge Sharing
• Social Games for e-Learning
• Social Media for e-Learning
• Collaborative Learning on Social Networks
• Scaling of e-Learning Community over Social Networks
• Visualization of e-Learning Social Networks
• PoD Casting of e-Learning Contents Based on Common Social
Preferences
• Peer Review for e-Learning Assessment over Social Networks
• Searching and Registry of Learning Objects over Social Networks
• Secure e-Portfolio in Social Networks
• e-Campus on Virtual World Systems for Interaction