Understanding Pervasive Games for Purposes of Learning

Klaus P. Jantke, Sebastian Spundflasch

Abstract

Among the manifold of approaches to technology enhanced learning, game based learning is very attractive. In game based learning, the technological systems employed for the purpose of learning are digital games. Stand-alone serious games are rare. Games deployed for learning need to be embedded into suitable contexts. A particular approach promising from certain didactic perspectives and driven by a variety of characteristics of learning contents and training requirements is embedding those games into the surrounding physical world. Games embedded into the physical world are called pervasive games. The ways of embedding are paramount. There have been numerous attempts to design and to implement pervasive games, in general, and to deploy pervasive games for learning purposes, in particular. The majority of those pervasive games failed quite badly. Storyboarding the interaction between the real world and the virtual world of a pervasive game reveals the essential strengths and weaknesses of the game concept and allows for diagnosing didactic flaws of game play. Beyond its diagnostic power, the approach supports the design of more affective and effective pervasive games. Storyboarding is a methodology of anticipating human experience and, thus, a methodology of didactic design.

References

  1. Ballagas, R. and Walz, Steffen, P. (2007). REXPLORER: Using player-centered iterative design techniques for pervasive game development. In Magerkurth, C. and Röcker, C., editors, Pervasive Game Applications - A Reader for Pervasive Gaming Research, volume 2, pages 255-284. Shaker Verlag.
  2. Barlow, J. P. (1996). A cyberspace independence declaration. http://w2.eff.org/Censorship/Internet censorship bills/barlow 0296.declaration [retrieved January 23, 2013].
  3. Borchers, J. (2007). Pervasive game. Forschung & Lehre, page 31.
  4. Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S., and Tennent, P. (2005). Gaming on the edge: using seams in ubicomp games. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, ACE 7805, pages 306-309, New York, NY, USA. ACM.
  5. Jantke, K. P. (2006). Pattern concepts for digital games research. In Jantke, K. P. and Kreutzberger, G., editors, Knowledge Media Technologies. First International Core-to-Core Workshop, number 21 in TUI IfMK Diskussionsbeiträge, pages 29-40. TU Ilmenau.
  6. Jantke, K. P. and Knauf, R. (2005). Didactic design through storyboarding: Standard concepts for standard tools. In Baltes, B. R., Edwards, L., and Galindo, F., editors, Proc. 4th Int. Symposium on Information and Communication Technologies, Cape Town, South Africa, January 3-6, 2005, pages 20-25. Computer Science Press, Trinity College Dublin, Ireland.
  7. Jantke, K. P. and Knauf, R. (2012). Taxonomic concepts for storyboarding digital games for learning in context. In Helfert, M., Martins, M. J., and Cordeiro, J., editors, 4th International Conference on Computer Supported Education (CSEDU 2012), April 16-18, 2012, Porto, Portugal, volume 2, pages 401-409. SciTePress.
  8. Jantke, K. P. and Lengyel, D. (2012). Die Realität in virtuellen Welten. Zeitschrift für e-Learning, (1):7-22.
  9. Kittl, C., Edegger, F., and Petrovic, O. (2009). Learning by pervasive gaming: An empirical study. In Rue, H. and Parsons, D., editors, Innovative Mobile Learning. New York:.
  10. Lenerz, C. (2009). Layered Languages of Ludology - eine Fallstudie. In Beyer, A. and Kreuzberger, G., editors, Digitale Spiele - Herausforderungen und Chance, pages 39-52. Boizenburg: VWH.
  11. Lindt, I., Ohlenburg, J., Pankoke-Babatz, U., and Ghellal, S. (2007). A report on the crossmedia game Epidemic Menace. ACM Computers in Entertainment, 5(1):1-8.
  12. Markovic, F., Petrovic, O., Kittl, C., and Edegger, B. (2007). Pervasive learning games: A comparative study. New Review of Hypermedia and Multimedia, 13(2):93-116.
  13. Peitz, J., Saarenpää, H., and Björk, S. (2007). Insectopia: Exploring pervasive games through technology already pervasively available. In Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE'07, Salzburg, Austria, pages 107-114. New York, NY, USA: ACM.
  14. Ratan, R. and Ritterfeld, U. (2009). Classifying serious games. In Ritterfeld, U., Cody, M., and Vorderer, P., editors, Serious Games. Mechanisms and Effects, pages 10-24. New York: Routledge.
  15. Ritterfeld, U., Cody, M., and Vorderer, P., editors (2009). Serious Games. Mechanisms and Effects. New York: Routledge.
  16. Sawyer, B. and Smith, P. (2008). Serious games taxonomy. http://www.seriousgames.org/presentations/- serious-games-taxonomy-2008 web.pdf [letzter Zugriff: 31.12.2009].
  17. Thissen, F. (1997). Das Lernen neu erfinden? Konstruktivistische Grundlagen einer Multimedia-Didaktik. In Beck, U. and Sommer, W., editors, Europäischer Kongress für Bildungstechnologie und betriebliche Bildung, pages 69-79. Karlsruhe.
  18. Winter, M. and Pemberton, L. (2010). Unearthing invisible buildings: Device focus and device sharing in a collaborative mobile learning avtivity. In International Conference on Mobile Learning, Malta, October 19- 22, 2010.
  19. Winter, M. and Pemberton, L. (2012). Unearthing invisible buildings: Device focus and device sharing in a collaborative mobile learning avtivity. In Parsons, D., editor, Innovations in Mobile Educational Technologies and Applications, pages 77-95. Hershey, PA, USA: Information Science reference.
Download


Paper Citation


in Harvard Style

P. Jantke K. and Spundflasch S. (2013). Understanding Pervasive Games for Purposes of Learning . In Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU, ISBN 978-989-8565-53-2, pages 696-701. DOI: 10.5220/0004413006960701


in Bibtex Style

@conference{csedu13,
author={Klaus P. Jantke and Sebastian Spundflasch},
title={Understanding Pervasive Games for Purposes of Learning},
booktitle={Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU,},
year={2013},
pages={696-701},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0004413006960701},
isbn={978-989-8565-53-2},
}


in EndNote Style

TY - CONF
JO - Proceedings of the 5th International Conference on Computer Supported Education - Volume 1: CSEDU,
TI - Understanding Pervasive Games for Purposes of Learning
SN - 978-989-8565-53-2
AU - P. Jantke K.
AU - Spundflasch S.
PY - 2013
SP - 696
EP - 701
DO - 10.5220/0004413006960701