Designing Pervasive Games for Learning

  • Carmelo Ardito
  • Rosa Lanzilotti
  • Dimitrios Raptis
  • Christos Sintoris
  • Nikoleta Yiannoutsou
  • Nikolaos Avouris
  • Maria Francesca Costabile
Conference paper

DOI: 10.1007/978-3-642-21708-1_12

Volume 6770 of the book series Lecture Notes in Computer Science (LNCS)
Cite this paper as:
Ardito C. et al. (2011) Designing Pervasive Games for Learning. In: Marcus A. (eds) Design, User Experience, and Usability. Theory, Methods, Tools and Practice. DUXU 2011. Lecture Notes in Computer Science, vol 6770. Springer, Berlin, Heidelberg

Abstract

Pervasive games have been proposed as a suitable way to support learning, especially in places rich in information, as for example museums and cultural heritage sites. This paper reports on the work performed to identify guidelines that help designers in developing games able to provide an effective learning experience in such contexts. Such guidelines complement other proposals available in the literature. The presented contribution is a first step of a wider work aimed at deepening our understanding of pervasive educational games, with a special emphasis on games in the cultural heritage domain, in order to inform the designers of such challenging applications.

Keywords

Guidelines educational pervasive games design 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Carmelo Ardito
    • 1
  • Rosa Lanzilotti
    • 1
  • Dimitrios Raptis
    • 2
  • Christos Sintoris
    • 2
  • Nikoleta Yiannoutsou
    • 2
  • Nikolaos Avouris
    • 2
  • Maria Francesca Costabile
    • 1
  1. 1.Dipartimento di InformaticaUniversità degli Studi di BariBariItaly
  2. 2.HCI GroupUniversity of PatrasRio PatrasGreece