2011
DOI: 10.1016/j.compedu.2011.05.003
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Design guidelines for Classroom Multiplayer Presential Games (CMPG)

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Cited by 65 publications
(43 citation statements)
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References 34 publications
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“…When game-like environments include essential features such as uncertainty, challenge, curiosity and player control, they may improve learning. On the other hand, when games are not fun, engaging, or challenging, games are not helpful (Villalta et al, 2011).…”
Section: Discussionmentioning
confidence: 99%
“…When game-like environments include essential features such as uncertainty, challenge, curiosity and player control, they may improve learning. On the other hand, when games are not fun, engaging, or challenging, games are not helpful (Villalta et al, 2011).…”
Section: Discussionmentioning
confidence: 99%
“…Of course, from an instructor's point of view, gameplay will be a different experience compared to that of the learners. Instructors take on a role that is related to that of game master, which means they have an almost God-like overview of events and can interfere when the game takes the players in a direction that is counter to the instructional goal of the exercise [6], [33]. In contrast, learners only have a limited view of the virtual environment and the events taking place, which reflects the level of information that their role has access to in reality.…”
Section: In-game Facilitator or Coachmentioning
confidence: 99%
“…As a computer-supported group-based learning system, we also designed the game taking into account the approach proposed by Strijbos et al [55]. The design guidelines for collaborative classroom games proposed by Villalta et al [56] were also taken into account.…”
Section: Game Designmentioning
confidence: 99%