@inproceedings{3f4ddc464d8b41cd87f682614b716349,
title = "The learning effectiveness of blended and embodied interactive video game on kindergarten students",
abstract = "We developed an embodied interactive video game (EIVG) that is both educational and entertaining in the hope of using such system to explore the differences that exist in learning effectiveness between blended and pure digital learning. Apart from conducting experiments by having the children learned using the EIVG, we also involved teachers as part of the study helping us observe the emotional aspect of the children. The results of the study can be summarized into the following: 1 The effectiveness of blended learning is much better comparing to that of pure digital learning. 2 The effectiveness of EIVG learning of boys is better than girls. However there is no significant difference between them. 3 The EIVG is highly entertaining which results in learning objects remain highly interested and focused throughout the study. Both types of learning can effectively improve the learning outcomes of the objects.",
keywords = "Blended learning, Embodied interactive video game, Game-based learning",
author = "Tsai, {Chih Min} and Hong, {Jon Chao} and Ho, {Ya Jiuan}",
year = "2009",
doi = "10.1007/978-3-642-03364-3_54",
language = "English",
isbn = "3642033636",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
pages = "456--463",
booktitle = "Learning by Playing",
note = "4th International Conference on E-Learning and Games, Edutainment 2009 ; Conference date: 09-08-2009 Through 11-08-2009",
}