chapter  5
13 Pages

A Game of Phones – Design, Development and Delivery Case Study


Introduction Th e idea of using traditional, non-digital games as learning tools is certainly not new. While the idea of games for learning has recently centred on the popularity of video games, traditional games such as board games have served in the classroom for decades. Th is chapter will detail a design process that evolved into an unlikely game for a mobile learning conference. Th e resulting game leveraged traditional game elements in a way that could provide a meaningful learning experience and focus on the technology the game was meant to showcase, without using the technology. Th e results of the design were surprising, but the success of the end project was unquestionable.