ACM SIGCHI Bulletin - a supplement to interactions - A supplement to interactions
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Being playful: learning from children
Proceedings of the 2003 conference on Interaction design and children
Pure e-learning course in information security
Proceedings of the 2nd international conference on Security of information and networks
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eLearning is becoming more prevalent for education and training, yet many online courses are poorly designed. Some are little more than electronic versions of paper-based materials; others attempt to replicate a traditional classroom offering; while others follow an instructional design approach used for classroom instruction. As a result, the reputation of online courses is not good and the exception, rather than the rule, is a well-designed course that effectively teaches a topic to its target students.In this Special Interest Group (SIG), we will look at one aspect of eLearning: making online courses engaging and fun. "Fun and pleasure are elusive concepts" [1] and there is no consensus on how to design enjoyable experiences [2]. Engagement is accepted as important in online learning but is similarly elusive. We will look at how courses can be designed to increase enjoyment; if fun can increase motivation, engagement, and retention; how multimedia, games, entertainment, and fun are related; and the impact of peers, instructors, mentors, and support staff on fun with respect to the learning experience.