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
Link To Document