A proposed undergraduate bioinformatics curriculum for computer scientists
SIGCSE '02 Proceedings of the 33rd SIGCSE technical symposium on Computer science education
Digital Game-Based Learning
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Games for science and engineering education
Communications of the ACM - Creating a science of games
The Ethics of Computer Games
Integrating Co-design Practices into the Development of Mobile Science Collaboratories
ICALT '09 Proceedings of the 2009 Ninth IEEE International Conference on Advanced Learning Technologies
Orientations to Video Games Among Gender and Age Groups
Simulation and Gaming
PLEX Cards: a source of inspiration when designing for playfulness
Proceedings of the 3rd International Conference on Fun and Games
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
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While a growing number of serious games have been developed around science and engineering concepts, few are designed with an understanding of the socio-emotional aspects of gameplay. Positive affect has been shown to increase learning performance and retention. In this paper, we address enjoyment generated during the design of a bioinformatics computer game. We provide insights from a co-design process with high school students, and discuss the results of an initial user study in a biology classroom. We identify three areas of design focus for emotionally compelling science games that offer ways to integrate diverse player experiences: serendipitous experiences, emotion-laden ethics, and skill transfer. Our framework has design implications for creating science-based learning games, as well as more broadly in the design and implementation of other collaborative science learning environments.