The graphic adventure as an instrument to assist comprehensive reading

N. Medina-Medina, P. Paderewski, N. Zea, J. R. López-Arcos, F. G. Vela
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This means that the game provides a model of the world where the active participation of the player configures the interactive fiction as he/she performs actions in the game and interacts with the characters. Within this process, reading is a key process. As a result, this paper defines a basic model to represent educational graphic adventures, based in three structural elements: narrative, reading process and acquisition of competences. Narrative wraps the game to tell the story, to describe the scenarios and objects and to allow communication with the characters. Thus, the reading of the discontinuous texts narrated in the adventure is the main mechanism of interaction and the catalyst for the rest of interactions (movements, actions, etc.) to achieve the educational competences. Fig. 1 shows how these three elements constitute the axis of the main components of this genre of video games: context, plot, characters, interactive objects, rules, movement of the avatar, handling of the inventory, and the dialogues and actions that support the decision-making. Those decisions will guide the story until an outcome, which will be promoted by the resolution of different challenges in which the global puzzle is split. Since the ergodic literature [4] of the graphic adventure includes narrative elements into the game to give an argument to its challenges, this is a suitable genre to practice and encourage reading comprehension. For this reason, the proposed model has been instantiated in a graphic adventure (\"Uranus\": invaders of the time) that supports five types of reading comprehension (literal, inferential, critical, global and meta-comprehension) through a series of puzzles designed by a multidisciplinary team to fit the cognitive level of the children of the second and third cycle of primary education in Spain. These challenges are organized according to a skeleton commonly found in adventure games: \"the search\". Thus, in \"Uranus\", the avatar performs the so-called \"journey of the hero\", visiting our historic past to rescue the Earth of evil beings (coming from Uranus) who were willing to destroy it to steal its essence. Interaction with objects and characters is the mechanism to guide the play and the educational activity. Specifically, the interaction with the adventure is the means which enables the reading of the discontinuous texts integrated into the game, which will be presented in an emerging or embedded form [5]. This process is performed through a point & click interface which is implemented by selecting options, mainly in three cases: (a) in dialogues, where the player can choose between several possible answers in each point of the conversation (Fig.2); (b) by collecting and using objects to solve local and global puzzles; and (c) during the avatar's movement within a scenario or between scenarios. In addition, \"Uranus\" relates the progress of the game and the educational advances [6] in such a way that when a playful challenge is reached, a score for each involved educational competence is calculated and assigned. This score can be checked by educators and is used to customize players' learning processes, but remains hidden to them in order to avoid becoming it in a handicap for the recreational processes of the game. Currently, an evaluation experience is underway to valid the conceptual, ludic and educational effectiveness of the proposal. Some previous results obtained from an experience with 39 children (of 10.6 years in average) who played \"Uranus\" for 40 minutes, indicated that they were not aware that were practicing reading comprehension (only two subjects identified reading as the serious purpose of the game) and that \"Uranus\" liked them (average of 3.9 points out of 5), although they stated that the interaction (especially the movement of the avatar) can be improved (average of 3.2 points out of 5). After the experience, we expect to identify improvements in the proposed model and educational adventure game.","PeriodicalId":341198,"journal":{"name":"Proceedings of the XVIII International Conference on Human Computer Interaction","volume":"7 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the XVIII International Conference on Human Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3123818.3123823","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Video games are interactive applications aimed at entertainment that, practically since its inception, has been tested in order to exploit their properties in other areas. In this line, the educational extrapolation has revealed a collection of benefits of the video games as pedagogical tools [1, 2], including: the potential to assist students who lack motivation, the possibility of performing a multi-modal learning process or the promotion of autonomous learning. The particular case of adventure video games offers an artificial environment in which the player has to interact to solve problems [3]. This means that the game provides a model of the world where the active participation of the player configures the interactive fiction as he/she performs actions in the game and interacts with the characters. Within this process, reading is a key process. As a result, this paper defines a basic model to represent educational graphic adventures, based in three structural elements: narrative, reading process and acquisition of competences. Narrative wraps the game to tell the story, to describe the scenarios and objects and to allow communication with the characters. Thus, the reading of the discontinuous texts narrated in the adventure is the main mechanism of interaction and the catalyst for the rest of interactions (movements, actions, etc.) to achieve the educational competences. Fig. 1 shows how these three elements constitute the axis of the main components of this genre of video games: context, plot, characters, interactive objects, rules, movement of the avatar, handling of the inventory, and the dialogues and actions that support the decision-making. Those decisions will guide the story until an outcome, which will be promoted by the resolution of different challenges in which the global puzzle is split. Since the ergodic literature [4] of the graphic adventure includes narrative elements into the game to give an argument to its challenges, this is a suitable genre to practice and encourage reading comprehension. For this reason, the proposed model has been instantiated in a graphic adventure ("Uranus": invaders of the time) that supports five types of reading comprehension (literal, inferential, critical, global and meta-comprehension) through a series of puzzles designed by a multidisciplinary team to fit the cognitive level of the children of the second and third cycle of primary education in Spain. These challenges are organized according to a skeleton commonly found in adventure games: "the search". Thus, in "Uranus", the avatar performs the so-called "journey of the hero", visiting our historic past to rescue the Earth of evil beings (coming from Uranus) who were willing to destroy it to steal its essence. Interaction with objects and characters is the mechanism to guide the play and the educational activity. Specifically, the interaction with the adventure is the means which enables the reading of the discontinuous texts integrated into the game, which will be presented in an emerging or embedded form [5]. This process is performed through a point & click interface which is implemented by selecting options, mainly in three cases: (a) in dialogues, where the player can choose between several possible answers in each point of the conversation (Fig.2); (b) by collecting and using objects to solve local and global puzzles; and (c) during the avatar's movement within a scenario or between scenarios. In addition, "Uranus" relates the progress of the game and the educational advances [6] in such a way that when a playful challenge is reached, a score for each involved educational competence is calculated and assigned. This score can be checked by educators and is used to customize players' learning processes, but remains hidden to them in order to avoid becoming it in a handicap for the recreational processes of the game. Currently, an evaluation experience is underway to valid the conceptual, ludic and educational effectiveness of the proposal. Some previous results obtained from an experience with 39 children (of 10.6 years in average) who played "Uranus" for 40 minutes, indicated that they were not aware that were practicing reading comprehension (only two subjects identified reading as the serious purpose of the game) and that "Uranus" liked them (average of 3.9 points out of 5), although they stated that the interaction (especially the movement of the avatar) can be improved (average of 3.2 points out of 5). After the experience, we expect to identify improvements in the proposed model and educational adventure game.
图形冒险作为辅助综合阅读的工具
电子游戏是一种以娱乐为目的的互动应用程序,实际上从一开始,它就被测试过,以便在其他领域利用它们的属性。在这条线上,教育外推揭示了电子游戏作为教学工具的一系列好处[1,2],包括:帮助缺乏动力的学生的潜力,执行多模式学习过程的可能性或促进自主学习。冒险电子游戏提供了一个人工环境,玩家必须通过互动来解决问题[3]。这意味着游戏提供了一个世界模型,在这个模型中,玩家的积极参与配置了互动小说,因为他/她在游戏中执行动作并与角色互动。在这个过程中,阅读是一个关键的过程。因此,本文以叙事、阅读过程和能力习得三个结构要素为基础,定义了一个表达教育类图形冒险的基本模型。叙述包裹着游戏去讲述故事,描述场景和对象,并允许玩家与角色进行交流。因此,对冒险故事中叙述的不连续文本的阅读是互动的主要机制,也是其他互动(动作、动作等)的催化剂,以实现教育能力。图1显示了这三个元素如何构成这类电子游戏的主要组成部分:情境、情节、角色、互动对象、规则、角色移动、库存处理以及支持决策的对话和行动。这些决定将引导故事的发展,直到出现一个结果,这个结果将通过解决不同的挑战而得到推动,在这些挑战中,全球拼图被分割开来。由于图像冒险的遍历文学[4]在游戏中包含了叙述元素,以说明其挑战,因此这是一种适合练习和鼓励阅读理解的类型。出于这个原因,该模型已经在一个图形冒险(“天王星”:时代的入侵者)中得到了实例化,该冒险通过一系列由多学科团队设计的谜题来支持五种类型的阅读理解(字面理解、推理理解、批判理解、全局理解和元理解),以适应西班牙小学教育第二和第三周期儿童的认知水平。这些挑战是根据冒险游戏中常见的框架来组织的:“搜索”。因此,在“天王星”中,化身执行了所谓的“英雄之旅”,访问我们的历史过去,拯救地球的邪恶生物(来自天王星),他们愿意摧毁它,窃取它的本质。与对象和角色的互动是指导游戏和教育活动的机制。具体来说,与冒险的互动是让玩家能够阅读整合到游戏中的不连续文本的手段,这些文本将以一种新兴或嵌入的形式呈现[5]。这个过程是通过点击界面来执行的,它通过选择选项来实现,主要有三种情况:(a)在对话中,玩家可以在对话的每个点中选择几个可能的答案(图2);(b)通过收集和使用物品来解决局部和全局难题;(c)角色在一个场景内或场景之间移动时。此外,“天王星”将游戏进程与教育进步[6]联系在一起,当玩家完成一个有趣的挑战时,就会计算并分配每个涉及的教育能力的分数。教育工作者可以检查这个分数,并用于定制玩家的学习过程,但为了避免成为游戏娱乐过程的障碍,这些分数对他们来说是隐藏的。目前,一项评估经验正在进行中,以验证该建议在概念、娱乐和教育方面的有效性。一些以前的结果从一个经验与39个孩子(平均10.6年)中饰演的“天王星”40分钟,表明他们没有意识到练习阅读理解(只有两个主题确定阅读比赛的严肃的目的),“天王星”喜欢他们(平均3.9分5),虽然他们说的交互(特别是《阿凡达》的运动)可以提高5)(平均3.2分。经验后,我们期望在提议的模型和教育冒险游戏中找到改进。
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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