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  and documenting an evidence-based mapping of game design patterns onto relevant pedagogical patterns . 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.
|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|
|Number of pages||4|
|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
|Name||Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)|
|Conference||4th International Conference on Serious Games|
|Abbreviated title||GameDays 2014|
|Period||1/04/14 → 5/04/14|
Bibliographical noteThis 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.
- 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)