WRITING EDUCATIONAL GAMES

D. Mill, Priscila Andreoni Ribeiro, Braian Veloso
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Abstract

This article explores the writing of educational games, outlining the key elements of games and their methodologies for selecting educational content. The aim is to consider how to write educational games, utilizing a literature review methodology. The instructional approaches, traditional and alternative, form a polarized narrative, leading to reflection on the best way to adapt educational games to the curriculum. The traditional approach teaches the elaboration of instructional objectives before the design of educational games. The alternative approach proposes a storytelling-based model for selecting instructional content. Stories are created by emotional conflicts and interests, using these conflicts to create a narrative of antagonists favors engagement and meaningful learning. Appropriate technical tools employed in the creation of educational games should always be studied, aiming at the efficiency of game design and the effectiveness of learning. The main conclusion of this work is that the traditional and alternative approaches are not antagonistic, and both can be integrated in the writing of educational digital games.  
编写教育类游戏
本文将探讨教育游戏的编写,概述游戏的关键元素以及选择教育内容的方法。目的是考虑如何利用文献回顾方法编写教育类游戏。教学方法,无论是传统的还是另类的,都形成了两极分化的叙事,让我们思考如何让教育游戏适应课程。传统的方法是在设计教育游戏之前先阐述教学目标。另一种方法提出了一种基于讲故事的模式来选择教学内容。故事是由情感冲突和兴趣所创造的,利用这些冲突来创造一种对立的叙事有利于参与和有意义的学习。我们应该始终研究在创造教育游戏时所使用的适当技术工具,以提高游戏设计的效率和学习的有效性为目标。这项工作的主要结论是,传统方法和替代方法并不是对立的,两者都可以整合到教育数字游戏的编写中。
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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