The devil's advocate: identifying persistent problems in serious game design

W. Westera
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引用次数: 2

Abstract

After a long period of steady growth, games for learning and training (serious games) have become well accepted as productive teaching tools. This article argues, however, that a number of persistent weaknesses in current serious game design practice pose a barrier to harnessing the games´ full educational potential. For serious game designers it is quite a challenge to maintain a subtle and critical balance between gaming elements and didactic elements. Quite commonly counterproductive game preferences are being used that favour player experiences above learning efficacy, thereby neglecting established knowledge from instructional design, student guidance and assessment of learning outcomes. By taking up the role of the devil’s advocate, this article takes a critical look at current serious game design routines. The issues that are discussed include experiential learning, cognitive flow, motivation, scores and realism in serious games, among other things. Each topic is elaborated with reference to established educational research and is concluded and summarised with a claim. The main purpose of this article is to contribute to the overall quality of serious game design by identifying and opposing unfavourable design routines.
魔鬼代言人:识别严肃游戏设计中持续存在的问题
经过长时间的稳定发展,用于学习和训练的游戏(游戏邦注:即严肃游戏)已被广泛接受为富有成效的教学工具。然而,本文认为,当前严肃游戏设计实践中存在的一些持续存在的弱点阻碍了游戏充分发挥教育潜力。对于严肃的游戏设计师来说,在游戏元素和教学元素之间保持微妙和关键的平衡是相当具有挑战性的。通常情况下,适得其反的游戏偏好倾向于玩家体验而非学习效果,从而忽视了来自教学设计、学生指导和学习结果评估的既定知识。通过扮演魔鬼代言人的角色,本文将着眼于当前严肃游戏设计惯例。讨论的问题包括体验式学习、认知流、动机、分数和严肃游戏中的现实性等。每个主题都是参照既定的教育研究来阐述的,并以一种主张来总结和总结。本文的主要目的是通过识别和反对不利的设计惯例来提高严肃游戏设计的整体质量。
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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