Designing a competitive game for promoting students' effort-making behavior by virtual pets

Maureen Wu, Calvin C.Y. Liao, Zhi Hong Chen, Tak Wai Chan

Research output: Chapter in Book/Report/Conference proceedingConference contribution

5 Citations (Scopus)

Abstract

Learning companion applications in the educational field make learning activity more diverse. Studies of animal companion have suggested that the different elements would affect learners in better quality of effort-making. This study enlarges the competition element in the existing animal companion system. With this competitive game to help low-capable children build confidence and make greater efforts. According to three design principles, we develop new games to cultivate students' belief that "The more effort the students make in preparation time, the easier the students win the game in the competition". This belief could let them believe that diligence may change the destiny. Future work will examine the competitive game's usability and further adjustments in the system design.

Original languageEnglish
Title of host publicationDIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Pages234-236
Number of pages3
DOIs
Publication statusPublished - 2010 Jun 25
Externally publishedYes
Event3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2010 - Kaohsiung, Taiwan
Duration: 2010 Apr 122010 Apr 16

Publication series

NameDIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning

Other

Other3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, DIGITEL 2010
CountryTaiwan
CityKaohsiung
Period10/4/1210/4/16

Keywords

  • Game-based learning
  • Learning companion

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software

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  • Cite this

    Wu, M., Liao, C. C. Y., Chen, Z. H., & Chan, T. W. (2010). Designing a competitive game for promoting students' effort-making behavior by virtual pets. In DIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (pp. 234-236). [5463777] (DIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning). https://doi.org/10.1109/DIGITEL.2010.51