söndag, maj 11, 2008

CFP: First International Workshop on Story-Telling and Educational Games (STEG'08) at EC-TEL'08

First International Workshop on
Story-Telling and Educational Games (STEG'08) - The power of
narration and
imagination in technology enhanced learning



The STEG workshop is held in conjunction with the 3rd European
Conference on
Technology Enhanced Learning (EC-TEL'08 - http://www.ectel08.org/),
Maastricht School of Management, Maastricht, The Netherlands, September
17-19, 2008.=20


Stories and story-telling are cultural achievements of significant
even in modern times. Nowadays, story-telling is being enhanced with the
convergence of sociology, pedagogy, and technology. In recent times,
computer gaming has also been deployed for educational purposes and has
proved to be an effective approach to mental stimulation and
development. Many conceptual similarities and some procedural
exist between story-telling and educational gaming. Therefore these two
areas can be clubbed for research on Technology Enhanced Learning (TEL).
Many facets of story-telling and educational gaming emulate real life
processes, which can be represented either as complex story graphs or as
interleaved sub-problems. This model is congruent with that used for
Technology Enhanced Learning in vocational training. TEL in vocational
training requires learning models that focus more on the process and
less o=
n the content.

The main difference between educational games and story-telling lies
in the
users motivational point of view. Story-telling aims at reliving real
tasks and capturing previous experiences in problem-solving for
reuse, whil=
e educational games reproduce real life tasks in a virtual world in an
(ideally) engaging and attractive process. Nevertheless, educational
require highly specialized technical and pedagogical skills and learning
processes to cover the topics in sufficient depth and breadth. Imbalance
between depth and breadth of study can lead to producing trivial games,
which in turn can lead to de-motivating the learner.

While the integration of learning and gaming provides a great
several motivational challenges (particularly in vocational training)
also be addressed to ensure successful realization. Non-linear digital
stories are an ideal starting point for the creation of educational
since each story addresses a certain problem, so that the story
can gain benefit from other user experiences. This leads to the
of more realistic stories, which then provide the kernel for developing
non-trivial educational videogames. These stories can cover the
instructional portion of an educational game, while the game would
add the
motivation and engagement part.

In summary, this workshop aims at bringing together researchers,
experts and
practitioners from the domains of non-linear digital interactive
story-telling and educational gaming to share ideas and knowledge.
There is
a great amount of separate research in these two fields and the
of this workshop will allow the participants to discover and leverage
potential synergies.

Workshop topics

* Story-telling and game theorie
* Story and game design paradigms for Technology Enhanced Learning
* Augmented story-telling and gaming
* Story-telling and educational gaming with social software
* Story-telling and educational gaming with mobile technologies
* Cross-media/transmedia story-telling and gaming
* Computer gaming for story-telling (Game design for narrative
* Multimedia story and game authoring
* Story-telling and educational gaming applications
* User experience and empirical research in story-telling and gaming
for TEL


Authors are invited to submit original unpublished research as full
(max. 10 pages) or work-in-progress as short papers (max. 5 pages). All
submitted papers will be peer-reviewed by three members of the program
committee for originality, significance, clarity and quality. Accepted
papers will be published online as EC-TEL workshop proceedings as
part of
the CEUR Workshop proceedings series. CEUR-WS.org is a recognized ISSN
publication series, ISSN 1613-0073.

Moreover, the two best papers of the workshop will be published in a
issue of the International Journal of Technology-Enhanced Learning

Authors should use the Springer LNCS format (http://www.springer.com/

For camera-ready format instructions, please see "For Authors"
at http://www.springer.de/comp/lncs/authors.html.

All questions and submissions should be sent to: steg08@dbis.rwth-


Paper Submission: June 30, 2008
Notification of acceptance: July 15, 2008
Camera Ready Submission: August 20, 2008
Workshop date: September 17,18 or 19, 2007


Ralf Klamma, RWTH Aaachen University, Germany
Nalin Sharda, Victoria University, Australia
Baltasar Fernandez Manjon, Complutense University, Spain
Harald Kosch, University of Passau, Germany
Marc Spaniol, Max Planck Institute for Computer Science, Germany

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