Ambient Displays and Game Design Patterns for Social Learning

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

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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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.
    Kelle, Sebastian ; Börner, Dirk ; Kalz, Marco ; Specht, Marcus ; Glahn, Christian. / Ambient Displays and Game Design Patterns for Social Learning. Workshop Proceedings of the 18th International Conference on Computers in Education . editor / Tsukasa Hirashima ; Ahmad Fauzi Mohd Ayub ; Lam-For Kwok ; Su Luan Wong ; Siu Cheung Kong ; Fu-Yun Yu. Asia-Pacific Society for Computers in Education, 2010. pp. 47-49
    @inproceedings{ae54b37e362c41dba21f3d59c1fb57d4,
    title = "Ambient Displays and Game Design Patterns for Social Learning",
    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",
    keywords = "ICOPER, GRAPPLE, Ubiquitous Learning, Awareness, Game Based Learning, Game Learning Patterns",
    author = "Sebastian Kelle and Dirk B{\"o}rner and Marco Kalz and Marcus Specht and Christian Glahn",
    note = "DS_Description: Kelle, S., B{\"o}rner, D., Kalz, M., Specht, M., & Glahn, C. (2010). Ambient Displays and Game Design Patterns for Social Learning. In B. Chang, T. Hirashima, & H. Ogata (Eds.), Joint Proceedings of the Work-in-Progress Poster and Invited Young Researcher Symposium for the 18th International Conference on Computers in Education (pp. 47-49). November, 29 - December, 3, 2010, Putrajaya, Malaysia: Asia-Pacific Society for Computers in Education.",
    year = "2010",
    language = "English",
    pages = "47--49",
    editor = "Hirashima, {Tsukasa } and {Mohd Ayub}, {Ahmad Fauzi} and Lam-For Kwok and Wong, {Su Luan} and Kong, {Siu Cheung} and Fu-Yun Yu",
    booktitle = "Workshop Proceedings of the 18th International Conference on Computers in Education",
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    Kelle, S, Börner, D, Kalz, M, Specht, M & Glahn, C 2010, Ambient Displays and Game Design Patterns for Social Learning. in T Hirashima, AF Mohd Ayub, L-F Kwok, SL Wong, SC Kong & F-Y Yu (eds), Workshop Proceedings of the 18th International Conference on Computers in Education . Asia-Pacific Society for Computers in Education, pp. 47-49, The 18th International Conference on Computers in Education, Putrajaya, Malaysia, 29/11/10.

    Ambient Displays and Game Design Patterns for Social Learning. / Kelle, Sebastian; Börner, Dirk; Kalz, Marco; Specht, Marcus; Glahn, Christian.

    Workshop Proceedings of the 18th International Conference on Computers in Education . ed. / Tsukasa Hirashima; Ahmad Fauzi Mohd Ayub; Lam-For Kwok; Su Luan Wong; Siu Cheung Kong; Fu-Yun Yu. Asia-Pacific Society for Computers in Education, 2010. p. 47-49.

    Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingAcademicpeer-review

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    AU - Specht, Marcus

    AU - Glahn, Christian

    N1 - DS_Description: Kelle, S., Börner, D., Kalz, M., Specht, M., & Glahn, C. (2010). Ambient Displays and Game Design Patterns for Social Learning. In B. Chang, T. Hirashima, & H. Ogata (Eds.), Joint Proceedings of the Work-in-Progress Poster and Invited Young Researcher Symposium for the 18th International Conference on Computers in Education (pp. 47-49). November, 29 - December, 3, 2010, Putrajaya, Malaysia: Asia-Pacific Society for Computers in Education.

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    N2 - 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

    AB - 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

    KW - ICOPER

    KW - GRAPPLE

    KW - Ubiquitous Learning

    KW - Awareness

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    KW - Game Learning Patterns

    M3 - Conference article in proceeding

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    BT - Workshop Proceedings of the 18th International Conference on Computers in Education

    A2 - Hirashima, Tsukasa

    A2 - Mohd Ayub, Ahmad Fauzi

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    A2 - Yu, Fu-Yun

    PB - Asia-Pacific Society for Computers in Education

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