The Comparative Study for Cloud-Game-Based Learning from Primary and Secondary School Education Between Taiwan and Ameri
A new way of learning has been introduced and it is here to stay: e-learning. E-learning stands for electronic learning and includes m-learning (mobile learning), u-learning (ubiquitous learning), computer-based learning, web-based learning and cloud-game
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Abstract A new way of learning has been introduced and it is here to stay: e-learning. E-learning stands for electronic learning and includes m-learning (mobile learning), u-learning (ubiquitous learning), computer-based learning, webbased learning and cloud-game-based Learning. The aim of this paper is to study cloud-game-based Learning in Taiwan and the United States of America through primary and secondary education and explore the fundamental differences between these countries. The most important ambition is to reach collaborative learning, or providing an environment where both teachers and students can debate and achieve synergy so that it is necessary to stimulate interest, improve children’s performance and increase efficiency through games, problem solving and teamwork. This new learning paradigm seems to be vastly popular because it completely integrates people into learning, no matter what socioeconomic status or urban/rural area; the only two things that are significant are the willingness to learn and the teacher’s effort. The paper is divided into the follows sections, including the section covers the purpose and relevance of this study supported by a review of recent e-learning and cloud-game-based Learning research; the section contains the analysis of cloud-game-based Learning in primary and secondary schools in Taiwan; the section examines cloud-game-based Learning in primary and secondary schools in the USA; the section compares cloud-game-based Learning in primary and secondary schools in Taiwan and USA. Finally, the last section covers the conclusion and suggestions.
H.-W. Wang (&) Department of Business Administration, Changhua University of Education, Changhua, Taiwan, Republic of China e-mail: [email protected] C. Pong Department of Licenciatura en Economía, Universidad Nacional del Sur, Bahía Blanca, Argentina
Y.-M. Huang et al. (eds.), Advanced Technologies, Embedded and Multimedia for Human-centric Computing, Lecture Notes in Electrical Engineering 260, DOI: 10.1007/978-94-007-7262-5_18, Ó Springer Science+Business Media Dordrecht 2014
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H.-W. Wang and C. Pong
Keywords E-learning Ubiquitous learning Cloud-game-based learning Comparative study Primary and secondary schools
Introduction A new learning paradigm has emerged, it is called e-learning and it is student centered. The main objectives are increase motivation, effectiveness and fun in learning activities. The purpose of this paper is to study Cloud-game-based Learning in Taiwan and the United States of America through primary and secondary education and explore the fundamental differences between these countries. The research methodology will be a review of a set of e-learning and Cloud-gamebased Learning in the US and Taiwan. The first step is to define a game, its qualities and elements, relation to learning theory and advantages of Cloud-gamebased Learning. In the second step, it is going to be explained four games designed in Taiwan for primary and secondary schools: (1) 3D role play for learning
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