Values-based Transformative Games: From the Physical to the Digital

Khushbu Tilvawala, Michael Myers, Ton Spil, David Sundaram
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Abstract

In the context of game-based learning, learning is often limited to basic literacies such as math and reading, even though several educational institutions acknowledge the importance of Values education. In this paper, we discuss how to bring values into a game. We discuss the design and implementation of a customisable version of the popular board game, Snakes and Ladders to teach values to the young (ages 0-8). Values refer to “a centrally held, enduring belief which guides actions and judgements across specific situations…”. This implies that there is an inherent element of choice or decision-making in demonstrating one’s values. We discuss the process of adapting the Snakes and Ladders board game to a physical artefact by applying a Values-based Transformative Games Design Model, and further digitizing the artefact to make it more accessible. A prototype of the digital artefact is presented to demonstrate the concept. The Insider Action Game Design Research methodology is applied to create a physical artefact given the researcher’s involvement in volunteer work on values-based education for the young. The findings of this research are of immediate benefit to those wishing to introduce a digitized version of a simple and popular board game to teach values to young children. The values-based questions used in the game are easy to adapt so the game has the potential to be extended to various other basic literacies, as well as different types of values such as sustainability and cultural values. The Values-based Transformative Games design model can also be adapted and improved with further research.
基于价值观的变革游戏:从实体到数字
在基于游戏的学习环境中,学习通常局限于基本的识字能力,如数学和阅读,尽管一些教育机构承认价值观教育的重要性。在本文中,我们将讨论如何将价值观带入游戏中。我们讨论了流行棋盘游戏《蛇梯棋》的可定制版本的设计和实现,以向年轻人(0-8岁)传授价值观。价值观指的是“在特定情况下指导行动和判断的一种集中的、持久的信念……”这意味着在展示一个人的价值观时,有一个内在的选择或决策因素。我们将通过应用基于价值观的转型游戏设计模型,讨论将《蛇梯棋》桌面游戏改编为实体产品的过程,并进一步将其数字化,使其更易于访问。提出了一个数字人工制品的原型来演示这一概念。鉴于研究人员参与了针对年轻人的基于价值观的教育志愿工作,该研究方法被应用于创造一个实体人工制品。这项研究的发现对那些希望引入一个简单而流行的棋盘游戏的数字化版本来向幼儿传授价值观的人有直接的好处。游戏中使用的基于价值观的问题很容易适应,所以游戏有可能扩展到其他各种基本素养,以及不同类型的价值观,如可持续性和文化价值观。基于价值观的变革性游戏设计模型也可以通过进一步研究加以调整和改进。
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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