Abstract
Research in Serious Games (SG), as a whole, faces two main challenges in understanding the transition between the instructional design and actual game design implementation [1] and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns [2]. From a practical perspective, this transition lacks methodology and requires a leap of faith from a prospective customer in the ability of a SG developer to deliver a game that will achieve the desired learning outcomes. This workshop aims to present and apply a preliminary exposition though a purpose-processing methodology to probe, from various SG design aspects, how serious game design patterns map with pedagogical practices.
Original language | English |
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Title of host publication | Games for Training, Education, Health and Sports - 4th International Conference on Serious Games, GameDays 2014, Proceedings |
Publisher | Springer-Verlag London Ltd |
Pages | 186-189 |
Number of pages | 4 |
Volume | 8395 |
ISBN (Print) | 9783319059716 |
DOIs | |
Publication status | Published - 1 Jan 2014 |
Event | 4th International Conference on Serious Games: GameDays 2014 - Darmstadt, Germany Duration: 1 Apr 2014 → 5 Apr 2014 Conference number: 4 |
Publication series
Name | Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) |
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Volume | 8395 LNCS |
ISSN (Print) | 0302-9743 |
ISSN (Electronic) | 1611-3349 |
Conference
Conference | 4th International Conference on Serious Games |
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Abbreviated title | GameDays 2014 |
Country | Germany |
City | Darmstadt |
Period | 1/04/14 → 5/04/14 |
Fingerprint
Bibliographical note
This paper was given at the 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014.The paper is not currently available on the repository.
Keywords
- Education
- Evidence-based
- Game design
- Instructional designs
- Leap of faiths
- Learning outcome
- Pedagogical practices
- Prospective customers
- Serious games
ASJC Scopus subject areas
- Theoretical Computer Science
- Computer Science(all)
Cite this
Serious game mechanics, workshop on the ludo-pedagogical mechanism. / Lim, Theodore; Louchart, Sandy; Suttie, Neil; Hauge, Jannicke Baalsrud; Stanescu, Ioana A.; Bellotti, Francesco; Carvalho, Maira B.; Earp, Jeffrey; Ott, Michela; Arnab, Sylvester; Brown, Damian.
Games for Training, Education, Health and Sports - 4th International Conference on Serious Games, GameDays 2014, Proceedings. Vol. 8395 Springer-Verlag London Ltd, 2014. p. 186-189 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 8395 LNCS).Research output: Chapter in Book/Report/Conference proceeding › Conference proceeding
}
TY - GEN
T1 - Serious game mechanics, workshop on the ludo-pedagogical mechanism
AU - Lim, Theodore
AU - Louchart, Sandy
AU - Suttie, Neil
AU - Hauge, Jannicke Baalsrud
AU - Stanescu, Ioana A.
AU - Bellotti, Francesco
AU - Carvalho, Maira B.
AU - Earp, Jeffrey
AU - Ott, Michela
AU - Arnab, Sylvester
AU - Brown, Damian
N1 - This paper was given at the 4th International Conference on Serious Games, GameDays 2014, Darmstadt, Germany, April 1-5, 2014. The paper is not currently available on the repository.
PY - 2014/1/1
Y1 - 2014/1/1
N2 - Research in Serious Games (SG), as a whole, faces two main challenges in understanding the transition between the instructional design and actual game design implementation [1] and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns [2]. From a practical perspective, this transition lacks methodology and requires a leap of faith from a prospective customer in the ability of a SG developer to deliver a game that will achieve the desired learning outcomes. This workshop aims to present and apply a preliminary exposition though a purpose-processing methodology to probe, from various SG design aspects, how serious game design patterns map with pedagogical practices.
AB - Research in Serious Games (SG), as a whole, faces two main challenges in understanding the transition between the instructional design and actual game design implementation [1] and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns [2]. From a practical perspective, this transition lacks methodology and requires a leap of faith from a prospective customer in the ability of a SG developer to deliver a game that will achieve the desired learning outcomes. This workshop aims to present and apply a preliminary exposition though a purpose-processing methodology to probe, from various SG design aspects, how serious game design patterns map with pedagogical practices.
KW - Education
KW - Evidence-based
KW - Game design
KW - Instructional designs
KW - Leap of faiths
KW - Learning outcome
KW - Pedagogical practices
KW - Prospective customers
KW - Serious games
UR - http://www.scopus.com/inward/record.url?scp=84901658464&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-05972-3_19
DO - 10.1007/978-3-319-05972-3_19
M3 - Conference proceeding
SN - 9783319059716
VL - 8395
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 186
EP - 189
BT - Games for Training, Education, Health and Sports - 4th International Conference on Serious Games, GameDays 2014, Proceedings
PB - Springer-Verlag London Ltd
ER -