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Please use this identifier to cite or link to this item: http://hdl.handle.net/1820/3125

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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