A considerable number of Learning Games have been published over the last years. Since there are no clear guidelines for developers, they may not always meet the learner's expectations. Games are a powerful mediator for learning, but flaws in planning and design can have a negative effect on their potential. This paper describes the design of two Serious Games in a socio-cultural context. Special interest is given to the challenges that appeared during the design process. The lessons we have learned are summarized in a list of guidelines that may also help other developers to design successful Learning Games.
|Name||International Conference on Information Society, i-Society 2011|
|Conference||International Conference on Information Society|
|Period||27.06.2011 → 29.06.2011|
- E-learning tool
- Serious games
- Virtual learning environments