Pervasive games have been proposed as a suitable way to support learning, especially in places rich in information, as for example museums and cultural heritage sites. This paper reports on the work performed to identify guidelines that help designers in developing games able to provide an effective learning experience in such contexts. Such guidelines complement other proposals available in the literature. The presented contribution is a first step of a wider work aimed at deepening our understanding of pervasive educational games, with a special emphasis on games in the cultural heritage domain, in order to inform the designers of such challenging applications.
Designing Pervasive Games for Learning / Ardito, Carmelo; Lanzilotti, Rosa; Raptis, Dimitrios; Sintoris, Christos; Yiannoutsou, Nikoleta; Avouris, Nikolaos; Francesca Costabile, Maria (LECTURE NOTES IN COMPUTER SCIENCE). - In: Design, User Experience, and Usability. Theory, Methods, Tools and Practice : First International Conference, DUXU 2011 [...] . Proceedings, Part 2 / [a cura di] Aaron Marcus. - STAMPA. - Berlin; Heidelberg : Springer, 2011. - ISBN 978-3-642-21707-4. - pp. 99-108 [10.1007/978-3-642-21708-1_12]
Designing Pervasive Games for Learning
Carmelo Ardito;
2011-01-01
Abstract
Pervasive games have been proposed as a suitable way to support learning, especially in places rich in information, as for example museums and cultural heritage sites. This paper reports on the work performed to identify guidelines that help designers in developing games able to provide an effective learning experience in such contexts. Such guidelines complement other proposals available in the literature. The presented contribution is a first step of a wider work aimed at deepening our understanding of pervasive educational games, with a special emphasis on games in the cultural heritage domain, in order to inform the designers of such challenging applications.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.