Abstract
This paper aims to address two problems. The first problem is how to develop engaging (deep and meaningful) pedagogical patterns and still ensure there is sufficient incremental cognitive complexity. The second problem deals with how to connect pedagogical patterns to HCI and software engineering to form a systemic interaction design framework. An educational game is used as an example. Significance of the study lies in the development of a means to create interaction designs around design-for-engagement requirements and the flexible scaling and synergy of different frames of reference (pedagogy-application domain-HCI- software engineering) through instantiations from the synergised patterns; reducing error and cost and encouraging new experimentations with transfer of engaging learning.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Anderson, L., Krathwohl, D. (eds.): A taxonomy for learning, teaching and assessing: A revision of Bloom’s Taxonomy of Educational Objectives. Longman, New York (2001)
Kirkpatrick, D.L.: Evaluating Training Programs: The Four Levels. Berrett- Koehler, San Francisco (1994)
Shortridge, A.: Interactive web-based instruction: What is it? And how can it be achieved? Journal of Instructional Science and Technology 4(1) (March 2001)
Uttendorfer, M.: Interactivity in an online course: Making it more than page turning. In: Proceedings of World Conference on e-Learning in Corporate, Government, Healthcare and Higher Education, pp. 147–149. AACE, Cheasapeake (2003)
Dunlap, J.C., Sobel, D., Sands, D.I.: Designing for deep and meaningful student-to-content interactions. TechTrends 5(4), 20–29 (2007)
Kearsley, G., Shneiderman, B.: Engagement theory: A framework for technology- based based teaching and learning. Educational Technology 38(5), 20–23 (1998)
Preece, J., Rogers, Y., Sharp, H.: Interaction design: Beyond human-computer interaction. John-Wiley, New York (2002)
Merrill, M.D.: First principles of instruction Educational Technology. Research &Development 50(3), 43–59 (2002)
Gamma, E., Helm, R., Johnson, R., Vlissides, J.M.: Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley, New York (2000)
Borchers, J.: A pattern approach to interaction design. Wiley & Sons, New York (2001)
Nielsen, J.: Usability engineering. Morgan Kaufmann, San Francisco (1993)
Pedagogical patterns, http://www.pedagogicalpatterns.org/
Author information
Authors and Affiliations
Editor information
Rights and permissions
Copyright information
© 2008 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Lee, CS. (2008). Designing Engaging Interaction with Contextual Patterns for an Educational Game. In: Pan, Z., Zhang, X., El Rhalibi, A., Woo, W., Li, Y. (eds) Technologies for E-Learning and Digital Entertainment. Edutainment 2008. Lecture Notes in Computer Science, vol 5093. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-69736-7_39
Download citation
DOI: https://doi.org/10.1007/978-3-540-69736-7_39
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-69734-3
Online ISBN: 978-3-540-69736-7
eBook Packages: Computer ScienceComputer Science (R0)