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 language | English |
|---|---|
| Title of host publication | Workshop Proceedings of the 18th International Conference on Computers in Education |
| Editors | Tsukasa Hirashima, Ahmad Fauzi Mohd Ayub, Lam-For Kwok, Su Luan Wong, Siu Cheung Kong, Fu-Yun Yu |
| Publisher | Asia-Pacific Society for Computers in Education |
| Pages | 47-49 |
| Number of pages | 3 |
| Publication status | Published - 2010 |
| Event | The 18th International Conference on Computers in Education - Putrajaya, Malaysia Duration: 29 Nov 2010 → 3 Dec 2010 https://www.cite.hku.hk/news.php?id=337&category=conference |
Conference
| Conference | The 18th International Conference on Computers in Education |
|---|---|
| Abbreviated title | ICCE2010 |
| Country/Territory | Malaysia |
| City | Putrajaya |
| Period | 29/11/10 → 3/12/10 |
| Internet address |
Keywords
- ICOPER
- GRAPPLE
- Ubiquitous Learning
- Awareness
- Game Based Learning
- Game Learning Patterns