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Lessons Learned from Creating a Mobile Version of an Educational Board Game to Increase Situational Awareness

  • Roland KlemkeEmail author
  • Shalini Kurapati
  • Heide Lukosch
  • Marcus Specht
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9307)

Abstract

This paper reports on an iterative design process for a serious game, which aims to raise situational awareness among different stakeholders in a logistics value chain by introducing multi-user role-playing games. It does so in several phases: After introducing the field of logistics as a problem domain for an educational challenge, it firstly describes the design of an educational board game for the field of disruption handling in logistics processes. Secondly, it describes how the board game can be realized in an open-source mobile serious games platform and identifies lessons learned based on advantages and issues found. Thirdly, it derives requirements for a re-design of the mobile game and finally draws conclusions.

Keywords

Mobile learning Game-based learning Multi-user games Logistics Multi-role game-design 

Notes

Acknowledgements

The SALOMO project is funded by the Dutch Institute of Advanced Logistics (DINALOG).

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Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  • Roland Klemke
    • 1
    Email author
  • Shalini Kurapati
    • 2
  • Heide Lukosch
    • 2
  • Marcus Specht
    • 1
  1. 1.Welten Institute – Research Center for Learning, Teaching and TechnologyOpen University of the NetherlandsHeerlenThe Netherlands
  2. 2.Faculty of Technology, Policy and ManagementDelft University of TechnologyDelftThe Netherlands

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