Ambient Displays and Game Design Patterns for Social Learning

Sebastian Kelle, Dirk Börner, Marco Kalz, Marcus Specht, Christian Glahn

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    Abstract

    In this paper, we describe a social game we implemented to evaluate various means of learning support. Making use of game design patterns it was possible to implement respective information channels in such a way that we could simulate ubiquitous learning support in an authentic situation. The result is a prototype game in which the participants have to identify a wanted person. respective information channels in such a way that we could simulate ubiquitous learning support in an authentic situation. The
    Original languageEnglish
    Title of host publicationWorkshop Proceedings of the 18th International Conference on Computers in Education
    EditorsTsukasa Hirashima, Ahmad Fauzi Mohd Ayub, Lam-For Kwok, Su Luan Wong, Siu Cheung Kong, Fu-Yun Yu
    PublisherAsia-Pacific Society for Computers in Education
    Pages47-49
    Number of pages3
    Publication statusPublished - 2010
    EventThe 18th International Conference on Computers in Education - Putrajaya, Malaysia
    Duration: 29 Nov 20103 Dec 2010
    https://www.cite.hku.hk/news.php?id=337&category=conference

    Conference

    ConferenceThe 18th International Conference on Computers in Education
    Abbreviated titleICCE2010
    CountryMalaysia
    CityPutrajaya
    Period29/11/103/12/10
    Internet address

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    Keywords

    • ICOPER
    • GRAPPLE
    • Ubiquitous Learning
    • Awareness
    • Game Based Learning
    • Game Learning Patterns

    Cite this

    Kelle, S., Börner, D., Kalz, M., Specht, M., & Glahn, C. (2010). Ambient Displays and Game Design Patterns for Social Learning. In T. Hirashima, A. F. Mohd Ayub, L-F. Kwok, S. L. Wong, S. C. Kong, & F-Y. Yu (Eds.), Workshop Proceedings of the 18th International Conference on Computers in Education (pp. 47-49). Asia-Pacific Society for Computers in Education.