Extraire et r{\'e}utiliser des patrons de conception {\`a} partir de Learning Games existants
Iza Marfisi-Schottman (LIUM), Claudine Piau-Toffolon (LIUM)

TL;DR
This paper presents a methodology to analyze Learning Games and extract reusable design patterns, demonstrating their practical adoption in educational settings.
Contribution
It introduces a novel methodology and model for extracting design patterns from Learning Games, validated through real-world examples.
Findings
Nine design patterns extracted from two Learning Games.
Half of the identified patterns were adopted by designers.
Patterns proved useful in creating new Learning Games for similar contexts.
Abstract
Learning Games (LGs) are promising pedagogical tools but their design still remains experimental. Inspired by design-pattern based methods, recommended in educational domains, we propose a methodology and a model to analyze the scenario of LGs, which have proven to be effective, in order to extract design patterns. The proposed methodology and model allowed us to extract nine design patterns from the analysis of two LGs, which have been actively used in schools for nearly ten years. These design patterns proved to be very useful because half of them where adopted by teams of designers, in the process of creating LGs, for similar contexts to the ones of the existing LGs.
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Taxonomy
TopicsEducational Games and Gamification · Information Technology and Learning
