2007 First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07) 2007
DOI: 10.1109/digitel.2007.39
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PILE: Physical Interactive Learning Environment

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Cited by 4 publications
(2 citation statements)
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“…Motivational elements, such as points or ranking, seem to contribute to higher enjoyment, while results with regard to cognitive engagement are still inconclusive (Chang & Wei, 2016; Ke & Abras, 2013). Interactive elements, including problems and obstacles, can promote both emotional and cognitive engagement (Ke & Abras, 2013; Yang, Chen, & Chen, 2007). Fun elements, such as narratives, virtual characters and controls, are also positively related to both cognitive and emotional engagement (Ke, 2008a; Ke, Xie, & Xie, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…Motivational elements, such as points or ranking, seem to contribute to higher enjoyment, while results with regard to cognitive engagement are still inconclusive (Chang & Wei, 2016; Ke & Abras, 2013). Interactive elements, including problems and obstacles, can promote both emotional and cognitive engagement (Ke & Abras, 2013; Yang, Chen, & Chen, 2007). Fun elements, such as narratives, virtual characters and controls, are also positively related to both cognitive and emotional engagement (Ke, 2008a; Ke, Xie, & Xie, 2016).…”
Section: Introductionmentioning
confidence: 99%
“…According to the research results, some of them improved students' phonetics learning performance, and efficiency [40,54] and others proved that students had motivation, attitude and interest in using the systems and still have positive results towards learning a second language. [38,39,43,51,53,55] Some of these studies report that besides having positive results [49], participants highlighted the value of interacting with native speakers [43] since it places students in the context related to the target language and technology that contextualised learning is efficient in improving learning attitudes [41]. Also, this simulation of real-life scenarios can increase virtual reality experience and cultural knowledge [44].…”
Section: Resultsmentioning
confidence: 99%