About Educational Game Design Patterns
Goal of the site
This website aims to introduce a library of Educational Game Design Patterns. The library is developed within the Games Enhanced Learning (GEL) Stellar Theme initiative.
What are patterns?
The concept of patterns is used to simplify complex phenomena (Bonthoux, Berger & Blaye, 2004). Patterns represent a concept that has been taken from architecture and software engineering and transferred also to the field of education (Avgeriou, Papasalouros, Retalis, & Skordalakis, 2003; Demeure, Romero & Lambropoulos, 2010; Lipponen, Rahikainen, Lallimo, & Hakkarainen, 2003) and game design (Björk & Holopainen, 2005.
"Educational game design patterns are semiformal interdependent descriptions of commonly reoccurring parts of the design of an educational game that concern and optimize gameplay from an educational perspective focusing on the integration of engagement and learning objectives."
Kiili, K. (2010). Call for learning-game design patterns. A chapter in the book: Educational Games: Design, Learning, and Applications. Nova Publishers.
The aim of patterns?
One of the biggest problems of educational games has been the inadequate integration of educational and game design principles: the challenge is to find a balance between gameplay and learning objectives. Pattern approach tries to align these compelling perspective. A shared vocabulary and an understanding of how the instructional designers' and the game designers' work aligns and synergizes facilitates the development of high quality educational games.
Pattern Categories
- Accessibility and inclusion patterns
- Assessment patterns
- Difficulty balancing patterns
- Engagement patterns
- Integration patterns
- Metacognitive judgement patterns
- Performance visualization patterns
- Posture patterns
- Presentation patterns
- Reflection Patterns
- Social patterns
- Story telling patterns
- Temporal awareness patterns
- Teaching Patterns