Designing for Learning and Play - The Smiley Model as a Framework: - Workshop paper

Charlotte Lærke Weitze

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Abstract

When seeking to create ideal learning environments for students
and teachers, it can be a challenge to find a balance between
facilitating learning processes at high levels of cognitive
complexity [1] and creating playful and engaging experiences for
students and teachers [2]. This challenge is relevant to the professional creation of small digital learning games as well as the big Game [3], that is, the learning and play situations that exist surrounding the use of small learning games, when students discuss, negotiate, develop, and decide what to do next inside the
learning games. The desired balance is lost if the learning processes become shallow – at a low level of cognitive complexity – though it may be great fun [4]. Conversely, a game may facilitate good learning processes and many learning
activities but result in low motivation among students because it is
considered boring.
Original languageEnglish
Publication date2015
Number of pages4
Publication statusPublished - 2015
EventCHITALY 2015: PALX – Player and learner experience – Can we design for both? - Sapienza University of Rome, Via Ariosto 25, Rome, Rome, Italy
Duration: 28 Sept 201530 Sept 2015

Conference

ConferenceCHITALY 2015
LocationSapienza University of Rome, Via Ariosto 25, Rome
Country/TerritoryItaly
CityRome
Period28/09/201530/09/2015

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  • CHITALY 2015

    Weitze, C. L. (Participant)

    28 Sept 2015

    Activity: Attending an eventOrganisation or participation in workshops, courses, seminars, exhibitions or similar

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