fredag, juni 20, 2008

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

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

http://www.prolearn-academy.org/Events/steg08


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.

CONTEXT AND MOTIVATION

Stories and story-telling are cultural achievements of significant
relevance
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
intelligence
development. Many conceptual similarities and some procedural
correlation
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
life
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
games
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
opportunity,
several motivational challenges (particularly in vocational training)
must
also be addressed to ensure successful realization. Non-linear digital
stories are an ideal starting point for the creation of educational
games,
since each story addresses a certain problem, so that the story
recipient
can gain benefit from other user experiences. This leads to the
development
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
celebration
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
architectures)
* Multimedia story and game authoring
* Story-telling and educational gaming applications
* User experience and empirical research in story-telling and gaming
for TEL

SUBMISSIONS

Authors are invited to submit original unpublished research as full
papers
(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
special
issue of the International Journal of Technology-Enhanced Learning
(IJTEL -
http://www.inderscience.com/browse/index.php?journalCODE=ijtel)

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

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

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

IMPORTANT DATES

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

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