Designing educational games is an arduous task that requires a multidisciplinary team, whose components must be provided with tools allowing them to actively participate in the creation of such games. This first edition of the DEG Workshop aims at providing researchers interested in this area the possibility to share and discuss their experiences. This workshop is addressed to researchers and practitioners, involved in the design and evaluation of technology-supported games, to discuss their experience in relation to means for involving end users as well as experts in the process, before, during and after the product has been completed. Issues such as how the technology affects the process, in particular in terms of game genres and technologies used (e.g. city games, mobile games, educational games, games on multitouch displays etc.), are examined. Special attention is given to scenarios that affect the expected user experience, measuring factors like pleasure, learning outcome, etc. and the effect of end-user involvement on them.
DEG: Involving End Users and Domain Experts in Design of Educational Games / Ardito, Carmelo; Avouris, Nikolaos (LECTURE NOTES IN COMPUTER SCIENCE). - In: End-User Development : Third International Symposium, IS-EUD 2011 [...]. Proceedings / [a cura di] Maria Francesca Costabile; Yvonne Dittrich; Gerhard Fischer; Antonio Piccinno. - STAMPA. - Berlin; Heidelberg : Springer, 2011. - ISBN 978-3-642-21529-2. - pp. 419-424 [10.1007/978-3-642-21530-8_54]
DEG: Involving End Users and Domain Experts in Design of Educational Games
Carmelo Ardito;
2011-01-01
Abstract
Designing educational games is an arduous task that requires a multidisciplinary team, whose components must be provided with tools allowing them to actively participate in the creation of such games. This first edition of the DEG Workshop aims at providing researchers interested in this area the possibility to share and discuss their experiences. This workshop is addressed to researchers and practitioners, involved in the design and evaluation of technology-supported games, to discuss their experience in relation to means for involving end users as well as experts in the process, before, during and after the product has been completed. Issues such as how the technology affects the process, in particular in terms of game genres and technologies used (e.g. city games, mobile games, educational games, games on multitouch displays etc.), are examined. Special attention is given to scenarios that affect the expected user experience, measuring factors like pleasure, learning outcome, etc. and the effect of end-user involvement on them.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.