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Designing games for learning: insights from conversations with designers

Published: 10 April 2010 Publication History

Abstract

This paper presents insights about design practices that can lead to effective and fun games for learning, gleaned from interviews with experienced game developers. We based our approach on Schön's notion of practitioners evolving shared 'appreciation systems' for discussing and critiquing work, and aimed to gather and share some of game designers' 'appreciation system' for games and learning. The resulting insights provide valuable pointers to other designers in the CHI community crafting game-like experiences.

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References

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Baker, C. Trying to Design a Truly Entertaining Game Can Defeat Even a Certified Genius. Wired Magazine 16-04, downloaded 29 August 2009, http://www.wired.com/gaming/gamingreviews/magazine/16-04/pl_games.
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Boehner, K., Sengers, P., and Warner, S. Interfaces with the Ineffable: Meeting Aesthetic Experience on its Own Terms. ACM Trans. Comput.-Hum. Interact. 15(3), Article 12 (November), 29 pages.
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De Castell, S. and Jenson, J. (2003). Serious Play. JCS Op Ed, downloaded 7 January 2010, http://faculty.ed.uiuc.edu/westbury/JCS/Vol35/decastell.html.
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Jenkins, H., Squire, K., and Tan, P. You Can't Bring that Game to School! Pp. 244--252 in B. Laurel (Ed.) Design Research: Methods and Perspectives. MIT Press (2003).
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Cited By

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  • (2024)Game On for Zzz’s: The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students (Preprint)JMIR Serious Games10.2196/64063Online publication date: 11-Jul-2024
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  • (2023)DreamVR: Curating an Interactive Exhibition in Social VR Through an Autobiographical Design StudyProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581362(1-18)Online publication date: 19-Apr-2023
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    cover image ACM Conferences
    CHI '10: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
    April 2010
    2690 pages
    ISBN:9781605589299
    DOI:10.1145/1753326
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 10 April 2010

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    Author Tags

    1. appreciation system
    2. design patterns
    3. design practice
    4. game design
    5. games and education
    6. games for learning

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    Cited By

    View all
    • (2024)Game On for Zzz’s: The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students (Preprint)JMIR Serious Games10.2196/64063Online publication date: 11-Jul-2024
    • (2024)Procedural Level Generation in Educational Games From Natural Language InstructionIEEE Transactions on Games10.1109/TG.2024.339267016:4(937-946)Online publication date: Dec-2024
    • (2023)DreamVR: Curating an Interactive Exhibition in Social VR Through an Autobiographical Design StudyProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581362(1-18)Online publication date: 19-Apr-2023
    • (2023)Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of BreastfeedingProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580751(1-13)Online publication date: 19-Apr-2023
    • (2023)End-to-End Procedural Level Generation in Educational Games with Natural Language Instruction2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333195(1-8)Online publication date: 21-Aug-2023
    • (2022)Game Design, Gender and Personalities in Programming EducationFrontiers in Computer Science10.3389/fcomp.2022.8249954Online publication date: 8-Feb-2022
    • (2022)Diseño participativo como método para la creación de videojuegos críticos. Poder Violeta, estudio de caso de un videojuego sobre acoso sexualRevista Colombiana de Educación10.17227/rce.num85-12568(1-26)Online publication date: 1-May-2022
    • (2022)HemonautsProceedings of the 17th International Conference on the Foundations of Digital Games10.1145/3555858.3555893(1-12)Online publication date: 5-Sep-2022
    • (2022)ARMY’s Magic Shop: Understanding the Collaborative Construction of Playful Places in Online CommunitiesProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517442(1-19)Online publication date: 29-Apr-2022
    • (2022)“PeriHack”: Designing a Serious Game for Cybersecurity Awareness2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE)10.1109/TALE54877.2022.00108(630-634)Online publication date: Dec-2022
    • Show More Cited By

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