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8.2 From Instances to Patterns
When a time travel exploratory game is in use,
one may easily record game playing. Conceptually,
recorded game play is a string of (inter)actions that
took place. In those string, one may find instances of
what happened (Jantke, 2012).
A systematic analysis will reveal which of the
game design and didactic patterns have resulted in
anticipated human experience.
For a very rough illustration, it might happen that
during graph expansion a particular storyboard graph
is never invoked. Phenomena like that are studied in
(Knauf et al., 2010).
To say it in terms of the pattern inference problem,
observing game playing behavior that takes place,
identifying potential instances of potential patterns,
and learning the patterns behind gives feedback about
the effectivity of the principles incorporated.
9 SUMMARY & CONCLUSIONS
After coining the term time travel exploratory games,
it is the authors’ foremost intention to advocate digital
storyboarding as a methodology of truly dovetailed
pedagogical and game design – team-based, possibly
distributed over space and time, alternatively bottom-
up or top-down or both at once. It clarifies details
of didactics (Jantke, 2013) and works for large-scale
applications (Arnold et al., 2013).
ACKNOWLEDGEMENTS
The authors gratefully acknowledge the co-operation
with Steffen Avemarg and Winfried Wehrstedt within
the Flying Classroom project.
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