Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
How to preserve the benefits of design patterns
Proceedings of the 13th ACM SIGPLAN conference on Object-oriented programming, systems, languages, and applications
Dealing with abstraction: Case study generalisation as a method for eliciting design patterns
Computers in Human Behavior
The art of game design: a book of lenses
The art of game design: a book of lenses
The six facets of serious game design: a methodology enhanced by our design pattern library
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
Effects of mobile gaming patterns on learning outcomes: a literature review
International Journal of Technology Enhanced Learning
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This article concerns the design of self-contained digital games for the life-long learning context. Although the potential of games for teaching and learning is undisputed, two main barriers hamper its wide introduction. First, the design of such games tends to be complex, laborious and costly. Second, the requirements for a sensible game do not necessarily coincide with the requirements for effective learning. To solve this problem, we propose a methodology to the design of learning games by using game design patterns and matching these with corresponding learning functions, which is expected to reduce design effort and help determining the right balance between game elements and learning. First empirical results indicate that such a methodology actually can work.