Matching and mismatching between the pedagogical design principles of a math game and the actual practices of play.
Paulina LindströmAgneta GulzMagnus HaakeBjörn SjödénPublished in: J. Comput. Assist. Learn. (2011)
Keyphrases
- design principles
- serious games
- knowledge practices
- game playing
- game play
- game mechanics
- design decisions
- instructional design
- software engineering
- game development
- design patterns
- knowledge creation
- user interface
- design process
- imperfect information
- game design
- computer games
- video games
- game players
- peer tutoring
- pac man
- games played
- design guidelines
- database
- online game
- tutoring system
- database design
- learning activities
- expert systems
- cooperative
- case study
- e learning
- learning algorithm
- real world