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ED-MEDIA 2009--World Conference on Educational Multimedia, Hypermedia & Telecommunications

Jun 22, 2009

Editors

George Siemens; Catherine Fulford

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Table of Contents

18
This conference has 18 award papers. Show award papers

Number of papers: 657

  1. The study on Applying Human Shadow for Interactive

    Chieh Jen Chen & Chin Hung Teng, Yuan Ze University, Taiwan

    This study employs the light and shadow, the two basic elements in the world, to achieve an interaction between real and virtual worlds. Using the human’s shadow as an interactive medium, we try to... More

    pp. 3867-3872

  2. Students' attitude toward online Chinese learning materials

    Huiya Chuang, University of Northern Colorado, United States

    Multimedia has a major influence in language learning. There are various websites that provide different kind of online Chinese tutorials and lessons. Students can also use a digital dictionary for... More

    pp. 3873-3878

  3. Educational Uses of Digital Storytelling: The Challenges of Designing an Online Digital Storytelling Contest for K-12 Students and Teachers

    Bulent Dogan, University of Houston, United States

    This paper describes the challenges of designing a series of online Digital Storytelling Contests (DISTCO) and the experience of building a website for the project. These contests are open to all K... More

    pp. 3879-3884

  4. Enriching student HIV stories by the use of technology

    Marcus Duveskog & Erkki Sutinen, University of joensuu, Finland

    Secondary school students in Tanzania were involved in the development of a digital platform for HIV education and counseling. A major reason for the failure of most HIV and AIDS campaigns in Sub... More

    pp. 3885-3892

  5. Learning from real life: Capturing the benefits of commercial gaming for education

    Agnes Fong & Josephine Csete, Hong Kong Polytechnic University, Hong Kong; Louis Shun, Educational Development Centre, Hong Kong

    In recent years interest to the digital video game industry has grown rapidly. However, the educational sector is still debating how to appropriately apply games to enhance the learning process.... More

    pp. 3893-3901

  6. Beginning Gaming Teacher's Toolkit

    Caleb Gentry, Sequim School District, United States

    The objective of the presentation is to provide educators a kit to help them start teaching game design. We will discuss the advantages to the main two software packages available, provide example ... More

    p. 3902

  7. Indexing and Retrieval of Multimodal Lecture Recordings from Open Repositories for Personalized Access in Modern Learning Settings

    Christian Guetl, Graz University of Technology, Austria; Vanessa Chang, Curtin University of Technology, Australia; Ângelo Manuel Franco Spínola & Paulo Nazareno Maia Sampaio, University of Madeira, Portugal; Frank Kappe, Graz University of Technology, Austria

    An increasing number of lecture recordings are available to complement face-to face and content-based e-learning approaches. These recordings provide additional channels for remote students and... More

    pp. 3903-3911

  8. eFencing – episode 2: Using Hypermedia For Teaching Sports

    Peter Hoffmann, MRC Mobile Research Center, Germany

    Even with the actual e-learning tools there are still topics where its use is quite problematic as for example in the transfer of information on physicality and movements. To teach e.g. motion in... More

    pp. 3912-3919

  9. Development of Teaching Materials Using 3D Computer Graphics in National Language Classes

    Keita Horikoshi, Ryota Tachizawa, Kotaro Matsushita, Hideo Suzuki, Kenneth J. Mackin & Eiji Nunohiro, Tokyo University of Information Sciences, Japan

    Recently with the promotion of computers in elementary education, it has become possible to apply CG in the classroom. The authors have previously reported on the development of 3-dimensional (3-D)... More

    pp. 3920-3925

  10. Discovering the Problems and Promises of Hyperstories

    Dusti Howell, Emporia State University, United States

    An interactive hyperstory can be thought of as a hyperlinked movie that allows users to navigate to other perspectives of the same story. This digital storytelling option has been utilized... More

    pp. 3926-3929

  11. Relationships among Learners’ Satisfaction, Academic Achievement and Learning Transfer in the Corporate Cyber Education

    Young Ju Joo, Sung Hee Park, Su Yeong Park, Su Mi Kim, Eun Kyung Kim & Ji Yeon Kim, Ewha Womans University, Korea (South)

    The purpose of the present study is to investigate the relationships among learners' satisfaction, academic achievement and learning transfer in the corporate cyber education. 202 students who... More

    pp. 3930-3933

  12. Development of Multi-Screen Presentation Software

    Hidekazu Kaminishi & Masao Murota, Dept. of Human System Science, Graduate School of Decision Science and Technology, Tokyo Institute of Technology, Japan, Japan

    Recently, presentation software and devices have become popular in a classroom. However, most of them can only use a single screen to present a slide. It is not sufficient as displaying area.... More

    pp. 3934-3939

  13. Learner-Reconstructed Learning Scenario for Reflection in Hyperspace

    Hitomi Kawasaki & Akihiro Kashihara, The University of Electro-Communications, Dept. of Information and Communication Engineering, Japan

    In self-directed learning process, learners often reach an unstable understanding of knowledge learned since it is difficult for them to properly recall and reproduce the process of how they have... More

    pp. 3940-3948

  14. EduStream.org: The Cost Saving Solution to Universities' and Colleges’ Digital Needs

    Glen Kuck, EduStream.org/ San Bernardino Community College District, United States; Emily Gapuzan, EduStream.org/San Bernardino Community College District, United States

    Because of budget restrictions, academic institutions are cutting down on their spending expenditures. Institutions are looking for low cost resources that offer quality services to their... More

    p. 3949

  15. Constructionist Learning Technology Helps a Young Child Learn Computer Programming

    Young-Jin Lee, The University of Kansas, United States

    This paper reports the findings from a descriptive case study investigating how an innovative constructionist learning technology called Scratch can help a young elementary school student to learn ... More

    pp. 3950-3953

  16. System for Defining and Reproducing Handball Strategies in Second Life On-Demand for Handball Coaches’ Education

    António Lopes, CIDESD, Portugal; Bruno Pires & Márcio Cardoso, UTAD, Portugal; Arnaldo Santos & Filipe Peixinho, PT Inovação, Portugal; Pedro Sequeira, CIDESD, Portugal; Leonel Morgado, GECAD-UTAD, Portugal

    Virtual three-dimensional worlds are alternative realities where people interact with each other and with elements present in those realities. In education their potential is recognized, and they... More

    pp. 3954-3961

  17. Computer-Based Chinese Character Learning: An Experimental Study

    Zhengbin Lu, Spelman College, United States; Steven Crooks, Nancy Maushak, William Lan & David White, Texas Tech University, United States

    This experimental study investigated the effects of computer-based Chinese character illustration modalities and practice strategies on the learning of Chinese characters.A 3 x 2 x 2 mixed model... More

    pp. 3962-3968

  18. Reaching Adolescents Through the Effective Design of Interactive Health Education

    Joseph Defazio & Katherine Manuel, Indiana University Purdue University Indianapolis - IUPUI, United States

    Many online health resources seem to lack innovative interactive multimedia components that provide adolescents with engaging and meaningful ways in their learning experience. This paper discusses ... More

    pp. 3969-3973

  19. Development of Teaching Materials Using 3D CG Animation for Learning Hieroglyphic Kanji

    Kotaro Matsushita, Takuro Watanuki, Takashi Gotoh, Hiroshi Yasuoka, Kenneth J. Mackin & Eiji Nunohiro, Tokyo University of Information Sciences, Japan

    Kanji education is an important subject of Japanese language education. By showing the origin of Kanji using computer graphics (CG), it is expected that the high visual representation of CG can... More

    pp. 3974-3977

  20. Same-Language-Subtitling (SLS): Subtitled Music Video

    Wayne Greg McCall, University of Phoenix/ Hawaii D.O.E., United States

    Abstract: This paper reviews the use of Captioned Video and introduces the use of Same-Language-Subtitling (SLS), or Subtitled-Music-Video as a repeated reading exercise. The basic SLS exercise has... More

    pp. 3978-3982