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Playing to Learn: Guidelines for Designing Educational Games
PROCEEDINGS

, FH Joanneum, Austria ; , Deakin University, Australia

EdMedia + Innovate Learning, in Vienna, Austria ISBN 978-1-880094-65-5 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Using computer games and games in general for educational purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating learning processes. An innovative educational paradigm such as game-based learning, and guidelines for educational game design are discussed in the first part of the paper. The second part of the paper provides an example of a multi-user collaborative learning platform, “The Training Room”, and outlines the game concept employed.

Citation

Pivec, M. & Pivec, P. (2008). Playing to Learn: Guidelines for Designing Educational Games. In J. Luca & E. Weippl (Eds.), Proceedings of ED-MEDIA 2008--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3247-3252). Vienna, Austria: Association for the Advancement of Computing in Education (AACE). Retrieved May 23, 2019 from .

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