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Understanding game design for affective learning
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Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Educational games, game-based learning table of contents
Pages 41-48  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
Claire Dormann  Carleton University, Ottawa, Canada
Robert Biddle  Carleton University, Ottawa, Canada
Publisher
ACM  New York, NY, USA
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ABSTRACT

Affective learning is an important aspect of education that can be supported through games. This paper focuses on how games can and do address affective learning, especially in light of the growing trend of educational and serious games aiming at changing behavior and attitudes. To support affective learning though games, player emotions need to be recognized and interpreted, and an emotional experience needs to be created that motivates players and deepens learning. Moreover, there is also a need to understand affective representations and mechanisms that games support. The paper begins with a presentation of the different perspectives on affective learning, and then takes a focus on the socio-emotional component of the affective domain. An "affective walkthrough" technique is then introduced to understand and analyze affective strategies in games. This technique is then applied to the game Ico, showing its affective strategies and how these strategies can be leveraged for designing socio-emotional learning. The paper is concluded with an outline of an approach to designing games especially for affective learning, by identifying the key principles, creating a repertory of affective learning game patterns, and using methods to contextualize gameplay and facilitate learning.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Claire Dormann: colleagues
Robert Biddle: colleagues