A pattern language for pattern writing
Pattern languages of program design 3
A gameplay definition through videogame classification
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Active learning and feedback patterns: version 4
Proceedings of the 2006 conference on Pattern languages of programs
Software Patterns in ITS Architectures
International Journal of Artificial Intelligence in Education
The teaching of immunology using educational: gaming paradigms
Proceedings of the 47th Annual Southeast Regional Conference
A Conceptual Framework for Serious Games
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
Knowledge Management Approach to Support a Serious Game Development
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
The Complete Guide to Simulations and Serious Games: How the Most Valuable Content Will be Created in the Age Beyond Gutenberg to Google
Design patterns for learning games
International Journal of Technology Enhanced Learning
The art of game design: a book of lenses
The art of game design: a book of lenses
A design pattern library for mutual understanding and cooperation in serious game design
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
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Serious games rely on two main types of competence and expertise: the game designer's and the teacher's. One of the main problems in creating a serious game that is both amusing and educational, and efficiently so, is building a cooperative environment allowing both types of experts to understand each other and communicate with a common language. The aim of this paper is to create such a language using Design Patterns based on our framework: the Six Facets of Serious Game Design. If many design patterns already exist for the game design aspects, they are in short supply on the pedagogical side.