Serious Games for Seismic Risk Education: The Case of the ENP-CP Project

Agostino Goretti, Gemma Musacchio
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引用次数: 0

Abstract

This paper delves into the potential advantages of integrating gamification into seismic risk management education, with a specific emphasis on the efficacy of serious games in augmenting the learning process. It offers an illustration of gamification within the framework of a seismic risk preparedness project involving multiple countries, languages, and cultures and across the time of the COVID-19 pandemic. The innovation of this approach largely lies in shifting the focus from competition, which is typical in most games, to collaboration. Three digital serious games were implemented to tackle facets of seismic risk management that are particularly favourable for empowering communities at risk. These games were first used in a hybrid event where students from Algeria, Morocco, and Italy engaged in gameplay both in person within their respective classrooms and remotely with classes in each country. The evaluation study showed the positive impact of gamification in captivating young participants and thereby instilling best practices in seismic risk management.
地震风险教育的严肃游戏:ENP-CP 项目案例
本文深入探讨了将游戏化融入地震风险管理教育的潜在优势,特别强调了严肃游戏在增强学习过程中的功效。它在一个涉及多个国家、语言和文化的地震风险防范项目框架内,并在 COVID-19 大流行期间,对游戏化进行了说明。这种方法的创新之处主要在于将重点从大多数游戏中典型的竞争转向合作。实施了三个数字严肃游戏,以解决地震风险管理中特别有利于增强风险社区能力的方 面。这些游戏首先在混合活动中使用,来自阿尔及利亚、摩洛哥和意大利的学生在各自的教室里亲自参与游戏,并与各国的班级进行远程游戏。评估研究表明,游戏化在吸引年轻参与者,从而灌输地震风险管理最佳做法方面产生了积极影响。
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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