Content Design Patterns for Game-Based Learning

Content Design Patterns for Game-Based Learning

Dennis Maciuszek, Sebastian Ladhoff, Alke Martens
ISBN13: 9781466618640|ISBN10: 1466618647|EISBN13: 9781466618657
DOI: 10.4018/978-1-4666-1864-0.ch009
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MLA

Maciuszek, Dennis, et al. "Content Design Patterns for Game-Based Learning." Developments in Current Game-Based Learning Design and Deployment, edited by Patrick Felicia, IGI Global, 2013, pp. 118-135. https://doi.org/10.4018/978-1-4666-1864-0.ch009

APA

Maciuszek, D., Ladhoff, S., & Martens, A. (2013). Content Design Patterns for Game-Based Learning. In P. Felicia (Ed.), Developments in Current Game-Based Learning Design and Deployment (pp. 118-135). IGI Global. https://doi.org/10.4018/978-1-4666-1864-0.ch009

Chicago

Maciuszek, Dennis, Sebastian Ladhoff, and Alke Martens. "Content Design Patterns for Game-Based Learning." In Developments in Current Game-Based Learning Design and Deployment, edited by Patrick Felicia, 118-135. Hershey, PA: IGI Global, 2013. https://doi.org/10.4018/978-1-4666-1864-0.ch009

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Abstract

To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules. Documented content design patterns can assist in the authoring of such rules. This paper reports on four studies that have collected quest, character, environment, and item design patterns by analysing a variety of media. A selection of the results is presented, as well as a discussion of how the patterns can be used in designing educational game content.

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