Quest Island: Developing Quest-Driven Learning Model by Blending Learning Tasks with Game Quests in a Virtual World

Zhi-Hong Chen, Calvin C. Y. Liao, T. Chan
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引用次数: 9

Abstract

Researchers has pointed out that educational game frameworks are still required more investigations to facilitate the harmony of game and learning, as well as its practical use in educational settings. In this paper, we propose a quest-driven learning model (1) to address the design issue how to blend learning tasks with game quests. (2) to explore its educational benefits on students’ goal setting and continual participation. To this end, a game-based environment, named Quest Island, is implemented based on this quest-driven learning model. In addition, an experiment was also conducted in a primary class to evaluate its effectiveness on three dimensions: goal setting, attempted quest, and accomplished rate. The questionnaire results showed that game quests can contribute to students’ goal content and goal intensity. Data of attempted quests also supported game quests’ positive influence on goal setting. However, students’ academic achievements did not reveal significant differences between the two versions with and without game quests.
探索岛:通过在虚拟世界中混合学习任务和游戏任务来开发任务驱动的学习模型
研究人员指出,教育游戏框架仍然需要更多的研究来促进游戏和学习的和谐,以及它在教育环境中的实际应用。在本文中,我们提出了一个任务驱动的学习模型(1)来解决如何将学习任务与游戏任务混合在一起的设计问题。(2)探索其对学生目标设定和持续参与的教育效益。为此,一个基于游戏的环境,名为Quest Island,是基于这种任务驱动的学习模型来实现的。此外,我们还在一个小班进行了实验,从目标设定、尝试任务和完成率三个维度来评估其有效性。问卷调查结果显示,游戏任务对学生的目标内容和目标强度有促进作用。尝试任务的数据也支持游戏任务对目标设定的积极影响。然而,在有和没有游戏任务的两个版本中,学生的学业成绩并没有显示出显著差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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