Experiences from implementing an educational MMORPG

Bian Wu, Alf Inge Wang, Yuanyuan Zhang
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引用次数: 7

Abstract

This paper describes the implementation of an educational Massively Multiplayer Online Role-Playing Game (MMORPG), named World of Wisdom (WoW). WoW is designed under the context of game design theory and game features extracted from surveys of popular MMORPGs. It is an open educational platform where students can “play exercises” instead doing them in the traditional paper way. Further, it provides an editor for teachers to create new game plots and content without the need of programming. As an aid for lectures, WoW can motivate the students to do the exercises more thoroughly. Finally, the paper presents both positive and negative experiences from the design and implementation of the game. We find that there are various theories that can benefit the design of educational MMORPGs. However, the key problem is how to choose and apply relevant theory to support the design, our experiences in the paper are examples that explore and explain this problem.
执行教育类MMORPG的经验
本文描述了一款名为《智慧世界》的教育类大型多人在线角色扮演游戏(MMORPG)。《魔兽世界》是在游戏设计理论和从流行mmorpg调查中提取的游戏功能的背景下设计的。这是一个开放的教育平台,学生可以在这里“玩练习”,而不是在传统的纸上做练习。此外,它为教师提供了一个编辑器,可以在不需要编程的情况下创建新的游戏情节和内容。作为讲课的辅助,WoW可以激励学生更彻底地完成练习。最后,本文将从游戏的设计和执行中呈现积极和消极的体验。我们发现有许多理论可以帮助我们设计教育类mmorpg。然而,关键的问题是如何选择和应用相关的理论来支持设计,我们在本文中的经验是例子,探讨和解释这个问题。
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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