Make and Play: Card Games as Tangible and Playable Knowledge Representation Boundary Objects

A. Valente, E. Marchetti
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引用次数: 6

Abstract

Having worked with transposition of domain knowledge in digital and card games, we propose a novel approach for enabling groups of primary school pupils to express their shared understanding of a topic, the group can represent their knowledge by creating a trading card game (with custom cards and rules) instead of using diagrammatical formalisms. A kit and a special design method have been devised to simplify the creation of card games, bringing the task in within the capabilities of pupils. The process of designing card games represents in itself a form of group reflection in action. The resulting card games serve as boundary objects among learners and instructors (or other participating adults, in informal contexts). The games reify the group knowledge, making it tangible and playable: each of these games can be seen as a simulation or a presentation of knowledge, for the benefit of new learners or for assessment. Studies are currently being conducted to investigate the full potential our new knowledge, and how to improve our kit further.
制作和游戏:作为有形可玩知识表示边界对象的卡牌游戏
在研究了数字和纸牌游戏领域知识的转换后,我们提出了一种新颖的方法,使小学生群体能够表达他们对一个主题的共同理解,这个群体可以通过创建一个交易纸牌游戏(带有自定义纸牌和规则)来表达他们的知识,而不是使用图表形式。设计了一个工具包和一种特殊的设计方法来简化纸牌游戏的制作,使任务在学生的能力范围内。设计纸牌游戏的过程本身就代表了一种行动中的群体反思形式。由此产生的纸牌游戏作为学习者和教师(或其他参与的成年人,在非正式环境中)之间的边界对象。游戏将团队知识具体化,使其具有可操作性和可玩性:这些游戏中的每一个都可以被视为知识的模拟或呈现,以供新学习者或评估使用。目前正在进行研究,以调查我们新知识的全部潜力,以及如何进一步改进我们的试剂盒。
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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