• 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