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Designing Location-aware Nature Games

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Dr Kate Howland (Informatics) and Catherine Grundy (Product Design), University of Sussex - an overview of an ongoing project using location-aware game creation as a widening participation activity for young people. Kate and Catherine presented some example games and highlighted the skills and understandings involved in the activity, and noted how this project relates to their broader research agendas.

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Designing Location-aware Nature Games

  1. 1. Designing Location-aware Nature Games: Widening Participation in Informatics and Product Design Kate Howland (Informatics) Cathy Grundy (Product Design)
  2. 2. Background • Widening Participation • Location-aware games
  3. 3. Why game design? • Design vs. Play • Motivation • Complexity • Authenticity
  4. 4. Context • Real world challenge area: • older children not engaging in Sussex Wildlife Trust activities • make a game that would encourage older children to engage with nature in Stanmer Park
  5. 5. Project logistics • June 2013 and June 2014 • 24 pupils from a local primary school (all aged 9-10) • Activities (on campus, at Stanmer Park and at school): • Park visits for inspiration, content gathering and testing – using iPad minis • Character and narrative design activities • Implementation of games –using school and university laptops
  6. 6. ARIS
  7. 7. ARIS Editor
  8. 8. Morfo • Simple animation software

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