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Ambient Displays and Game Design Patterns

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Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 6383))

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Abstract

In this paper we describe a social learning game we implemented to evaluate various means of ubiquitous learning support. Making use of game design patterns it was possible to implement information channels in such a way that we could simulate ubiquitous learning support in an authentic situation. The result is a prototype game in which one person is chosen randomly to become “Mister X”, and the other players have to find clues and strategies to find out who is the wanted person. In our scenario we used 3 different information channels to provide clues and compared them with respect to user appreciation and effectiveness.

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© 2010 Springer-Verlag Berlin Heidelberg

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Kelle, S., Börner, D., Kalz, M., Specht, M. (2010). Ambient Displays and Game Design Patterns. In: Wolpers, M., Kirschner, P.A., Scheffel, M., Lindstaedt, S., Dimitrova, V. (eds) Sustaining TEL: From Innovation to Learning and Practice. EC-TEL 2010. Lecture Notes in Computer Science, vol 6383. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16020-2_46

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  • DOI: https://doi.org/10.1007/978-3-642-16020-2_46

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16019-6

  • Online ISBN: 978-3-642-16020-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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