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Authors: Klaus P. Jantke 1 and Sebastian Spundflasch 2

Affiliations: 1 Fraunhofer Institute for Digital Media Technology, Germany ; 2 Ilmenau University of Technology, Germany

Keyword(s): Game Based Learning, Serious Games, Pervasive Games, Storyboarding.

Related Ontology Subjects/Areas/Topics: Computer-Supported Education ; e-Learning ; Information Technologies Supporting Learning ; Instructional Design ; Learning/Teaching Methodologies and Assessment ; Mobile Information Systems ; Mobile Learning ; Technology Support for Pervasive Learning ; Ubiquitous Learning ; Web Information Systems and Technologies

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 weakness es 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. (More)

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Paper citation in several formats:
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 - CSEDU; ISBN 978-989-8565-53-2; ISSN 2184-5026, SciTePress, pages 696-701. DOI: 10.5220/0004413006960701

@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 - CSEDU},
year={2013},
pages={696-701},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0004413006960701},
isbn={978-989-8565-53-2},
issn={2184-5026},
}

TY - CONF

JO - Proceedings of the 5th International Conference on Computer Supported Education - CSEDU
TI - Understanding Pervasive Games for Purposes of Learning
SN - 978-989-8565-53-2
IS - 2184-5026
AU - P. Jantke, K.
AU - Spundflasch, S.
PY - 2013
SP - 696
EP - 701
DO - 10.5220/0004413006960701
PB - SciTePress