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Ambient Displays and Game Design Patterns

机译:环境显示和游戏设计模式

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摘要

In this paper we describe a social learning game we implemented to evaluate various means of ubiquitous learning support. Making use of game design patterns it was possible to implement information channels in such a way that we could simulate ubiquitous learning support in an authentic situation. The result is a prototype game in which one person is chosen randomly to become "Mister X", and the other players have to find clues and strategies to find out who is the wanted person. In our scenario we used 3 different information channels to provide clues and compared them with respect to user appreciation and effectiveness.
机译:在本文中,我们描述了一种社交学习游戏,我们实施该游戏来评估无所不在的学习支持的各种方式。利用游戏设计模式,有可能以一种可以在真实情况下模拟无所不在的学习支持的方式来实现信息渠道。结果是一个原型游戏,其中随机选择一个人成为“ X先生”,而其他玩家则必须寻找线索和策略来找出谁是通缉犯。在我们的方案中,我们使用了3种不同的信息渠道来提供线索,并就用户的欣赏度和有效性进行了比较。

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