The human-computer interaction handbook
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
A visual tool for tracing users' behavior in Virtual Environments
Proceedings of the working conference on Advanced visual interfaces
Visualizing Competitive Behaviors in Multi-User Virtual Environments
VIS '04 Proceedings of the conference on Visualization '04
Theory-oriented evaluation for the design of and research in gaming and simulation
Simulation and Gaming - Symposium: Artifact assessment versus theory testing
Developing geometry thinking through multimedia learning activities
Computers in Human Behavior
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Adaptive digital game-based learning framework
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Multi-site evaluation of SimSE
Proceedings of the 40th ACM technical symposium on Computer science education
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Designing games for learning: insights from conversations with designers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gameplay analysis through state projection
Proceedings of the Fifth International Conference on the Foundations of Digital Games
DOGeometry: teaching geometry through play
Proceedings of the 4th International Conference on Fun and Games
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
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Educational games have the potential to engage students deeply with a particular topic, because they allow children to actively participate in the learning process rather than just being passive observers. However, the design of educational games can be challenging because serious objectives have to be brought in line with a satisfying gameplay experience. Furthermore, great care has to be taken that the usability of the game does not interfere with the underlying educational goals. This paper discusses the design of DOGeometry, a learning game which combines problem-solving tasks with artistic expression to teach elementary school children the basics of geometric transformations. We evaluated the game design by observing children and automatically logging all user events and report the insights which we gained from analyzing the gathered data not only by statistical means but also through visualizations of gameplay data. The visualizations proved to be extremely helpful to look behind the numbers and to explore the player behavior in more detail.