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.Downloads
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Published
2010-11-29
Conference Proceedings Volume
Section
Articles
How to Cite
Ambient Displays and Game Design Patterns for Social Learning. (2010). International Conference on Computers in Education. https://library.apsce.net/index.php/ICCE/article/view/2411