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Bringing the knowledge into the Magic Circle

Category: Man idea
CreatedOla Janson, 26 June, 2006 Modified:27 July, 2006
Statusseed Rank
SummaryMaking sure that the educational content in embedded in the gameplay experience.

The problem / intent

Making sure that the educational content in embedded in the gameplay experience.

The context

When / where is this relevant? In what kind of situations does it emerge?
Use this table as appropriate:
Mathematical content
 can be any
Learning and instruction
 Games as meaningful contexts for pupils to develop mathematical contents
Educational context
 can be any
Games
 can be of any genre
Interface + interaction
 use interface must afford feedback and Control. Game must be accessible to  all levels of learners
Software design
 To enhance the gameplay experience game should support Customisation

The pattern

Concise description of the pattern in a form that can be easily applied by the user in relevant situations.

  • use bullet points to highlight key issues.
or
  1. numbered lists for 'recipies'.
Inlcude diagrams and illustrations when helpful.

Related patterns

Note the relationship to other patterns, using the appropriate qualifiers from this set -
Leads to: pattern a, pattern b. Patterns the user should consider after using this one.
Follows: Patterns the user should consider before using this one.
Elaborates: Higher lever patterns which would use this one as a component.
Elaborated by: More specific patterns which implement abstract elements of this one.

Notes


Examples

Based upon discussions in The "Juggler" Game

Link to case studies.

Versions


Version 4(27 July, 2006) 
Version 3(26 June, 2006) 
Version 2(26 June, 2006) 
Version 1(26 June, 2006) 

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