Storyboarding Pervasive Learning Games
Klaus P. Jantke, Sebastian Spundflasch
Klaus P. Jantke
Available Online August 2013.
- https://doi.org/10.2991/icaicte.2013.9How to use a DOI?
- Game-Based Learning, Serious Games, Pervasive Games, Storyboarding.
- Game-Based Learning (GBL, for short) is apparently very attractive and challenging field of technology enhanced learning. In game-based learning, the technological systems employed for the purpose of learning are digital games. Stand-alone serious games are rare. Games employed for learning need to be embedded into suitable contexts. An approach promising from certain didactic perspectives and driven by a variety of characteristics of learning contents and training requirements is embedding those games into the surrounding physical world. Games embedded into the physical world are called pervasive games. The ways of embedding are paramount. There have been numerous attempts to design and to implement pervasive games, in general, and to em-ploy pervasive games for learning pur-poses, in particular. Pervasive games bear the enormous potential of more affective and effective learning experiences due to the many opportunities of interacting with other players and with the real world. Storyboarding the interaction between the real world and the virtual world of a pervasive game reveals the essential strengths and weaknesses of the game concept and allows for diagnosing di-dactic flaws of game play. Furthermore, the approach supports the design of more effective pervasive games.
- Open Access
- This is an open access article distributed under the CC BY-NC license.
Cite this article
TY - CONF AU - Klaus P. Jantke AU - Sebastian Spundflasch PY - 2013/08 DA - 2013/08 TI - Storyboarding Pervasive Learning Games BT - 2013 International Conference on Advanced ICT and Education (ICAICTE-13) PB - Atlantis Press SP - 42 EP - 48 SN - 1951-6851 UR - https://doi.org/10.2991/icaicte.2013.9 DO - https://doi.org/10.2991/icaicte.2013.9 ID - P.Jantke2013/08 ER -