DocumentCode :
2964595
Title :
Using a Pleasure Framework to Critique Tangible Learning Games
Author :
Zualkernan, Imran A.
Author_Institution :
Comput. Sci. & Eng., American Univ. of Sharjah, Sharjah, United Arab Emirates
fYear :
2012
fDate :
4-6 July 2012
Firstpage :
694
Lastpage :
695
Abstract :
Pleasure is a key component of any game design. This paper presents a pleasure framework based on sixteen dimensions of pleasure including creation, discovery, sensation, danger and sympathy. The utility of the pleasure framework is shown by applying it to a tangible game-based learning system designed to teach university students about WiMAX signal propagation. The analysis reveals that while eleven pleasures were considered in the design of this game, the game could be improved along each dimension. Further, five pleasure dimensions were not explicitly considered at all and included important variables like fantasy, discovery and subversion.
Keywords :
WiMax; computer aided instruction; computer games; further education; teaching; WiMAX signal propagation; creation; critique tangible learning games; danger; discovery; fantasy; game design; game-based learning system; pleasure dimensions; pleasure framework utility; sensation; subversion; sympathy; teaching; university students; Antennas; Conferences; Games; Mathematical model; Tactile sensors; WiMAX; evaluation frameworks; game-based learning; tangible learning games;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Advanced Learning Technologies (ICALT), 2012 IEEE 12th International Conference on
Conference_Location :
Rome
Print_ISBN :
978-1-4673-1642-2
Type :
conf
DOI :
10.1109/ICALT.2012.177
Filename :
6268222
Link To Document :
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