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Learning While Playing: Design Implications for Edutainment Games

Learning While Playing: Design Implications for Edutainment Games
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Author(s): Kalle Jegers (Umea University, Sweden)and Charlotte Wiberg (Umea University, Sweden)
Copyright: 2005
Pages: 17
Source title: The Interaction Society: Practice, Theories and Supportive Technologies
Source Author(s)/Editor(s): Mikael Wiberg (Umeå University, Sweden)
DOI: 10.4018/978-1-59140-530-6.ch005

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Abstract

This chapter reports on the initial results of a study conducted in the project FunTain. The main purpose was to identify general guidelines/implications for edutainment games, in order to guide designers of such games as they often lack in design guidelines. Usability evaluations were conducted on an edutainment game in order to find usability problems. These findings were analyzed and used as input in focus group meetings, held with joint teams of game designers and HCI experts. The outcome of the focus groups was a proposal of a list of ten general design guidelines. Findings indicate that users had problems in understanding the underlying model for the game as well as identifying the knowledge related content. Experts, further, gave comments about feedback problems and different types of consistencies. Some of the implications from the findings are guidelines for earning and loosing points, scoring and performance feedback and game object characteristics.

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