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Please use this identifier to cite or link to this item:
http://hdl.handle.net/1820/3125
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| Title: | Ambient Displays and Game Design Patterns for Social Learning |
| Authors: | Kelle, Sebastian Börner, Dirk Kalz, Marco Specht, Marcus Glahn, Christian |
| Keywords: | ICOPER GRAPPLE Ubiquitous Learning Awareness Game Based Learning Game Learning Patterns |
| Issue Date: | 29-Nov-2011 |
| Publisher: | Asia-Pacific Society for Computers in Education |
| 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 |
| 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. |
| URI: | http://hdl.handle.net/1820/3125 |
| ISBN: | 978-983-42512-6-0 |
| Appears in Collections: | 1. LMedia: Publications and Preprints
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