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Learning Patterns for the design and deployment of Mathematical Games: Literature review

, , , , , , , , , , and . Research Report, D40.1.1. Kaleidoscope network of excellence, (2006)

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Pirates! Using the Physical World as a Game Board., , , and . INTERACT, page 423-430. IOS Press, (2001)Tisch digital tools supporting board games., , and . FDG, page 196-203. ACM, (2012)Window frames as areas for information visualization., and . NordiCHI, page 247-250. ACM, (2002)Utilizing Gaze Detection to Simulate the Affordances of Paper in the Rapid Serial Visual Presentation Format., , and . Mobile HCI, volume 2411 of Lecture Notes in Computer Science, page 378-382. Springer, (2002)Backfiring and favouring: how design processes in HCI lead to anti-patterns and repentant designers., , and . NordiCHI, page 16:1-16:12. ACM, (2020)Untangling running: designing for real-life runner experiences., , , and . Interactions, 22 (2): 40-43 (2015)The Case for Computer-Augmented Games., and . Trans. Digit. Games Res. Assoc., (2014)Gameplay Design Patterns for Believable Non-Player Characters., and . DiGRA Conference, Digital Games Research Association, (2007)Flow is Not Enough: Understanding the Needs of Advanced Amateur Runners to Design Motivation Technology., , , and . CHI, page 2013-2022. ACM, (2015)Privacy and information integrity in wearable computing and ubiquitous computing., and . CHI Extended Abstracts, page 177-178. ACM, (2000)