Gamified Learning Design for Middle School Students under the Maker Education Concept: Take Happy Tour China Game as an Example

Meikun Chen, Baoyun Wang, Taotao Li
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Abstract

With the development of the Internet, more and more middle school students are obsessed with online games, causing them to become lazy about learning. In response to this phenomenon, this article attempts to combine middle school education with games and education. Under the guidance of the maker education concept, the article integrates game mechanics, game elements and design concepts into the design of the Happy Tour China game. First, it expounds the relevant meanings of distance education, gamified learning and maker education, and refines the four key factors of game protagonist, game story, game mechanism and game feedback that should be paid attention to in educational game design. Then, from the junior high school geography course materials, map terrain, natural environment, human environment and scenic spots were selected as learning content. Finally, from the perspective of situational cognition theory, experiential learning theory and generative learning theory, the educational games of Puzzle, Find Differences and Happy Play are designed to provide decision-making reference for middle school students' education.
创客教育理念下的中学生游戏化学习设计——以《快乐巡游中国》游戏为例
随着互联网的发展,越来越多的中学生沉迷于网络游戏,导致他们对学习变得懒惰。针对这一现象,本文试图将中学教育与游戏、教育结合起来。本文在创客教育理念的指导下,将游戏机制、游戏元素、设计理念融入到《快乐游中国》游戏的设计中。首先阐述了远程教育、游戏化学习和创客教育的相关含义,提炼出教育类游戏设计中应注意的游戏主角、游戏故事、游戏机制和游戏反馈四个关键因素。然后,从初中地理课程材料中选取地图地形、自然环境、人文环境和景点作为学习内容。最后,从情境认知理论、体验学习理论和生成式学习理论的视角,设计益智、发现差异和快乐游戏等教育游戏,为中学生教育提供决策参考。
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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