TY - GEN
T1 - The comparative study for cloud-game-based learning from primary and secondary school education between Taiwan and America
AU - Wang, Hsing-Wen
AU - Pong, Claudia
PY - 2014/2/17
Y1 - 2014/2/17
N2 - 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-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.
AB - 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-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.
UR - http://www.scopus.com/inward/record.url?scp=84893806751&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84893806751&partnerID=8YFLogxK
U2 - 10.1007/978-94-007-7262-518
DO - 10.1007/978-94-007-7262-518
M3 - Conference contribution
AN - SCOPUS:84893806751
SN - 9789400772618
T3 - Lecture Notes in Electrical Engineering
SP - 157
EP - 164
BT - Advanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013
T2 - Advanced Technologies, Embedded and Multimedia for Human-Centric Computing, HumanCom and EMC 2013
Y2 - 23 August 2013 through 25 August 2013
ER -