Mind the Gap: From Desktop to App

A. Molnar, P. Kostkova
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引用次数: 4

Abstract

In this article we present a new mobile game, edugames4all MicrobeQuest!, that covers core learning objectives from the European curriculum on microbe transmission, food and hand hygiene, and responsible antibiotic use. The game is aimed at 9 to 12 year olds and it is based on the desktop version of the edugames4all platform games. We discuss the challenges and lessons learned transitioning from a desktop based game to a mobile app. We also present the seamless evaluation obtained by integrating the assessment of educational impact of the game into the game mechanics.
注意差距:从桌面到应用程序
在本文中,我们将介绍一款新的手机游戏,edugames4all MicrobeQuest!,涵盖了欧洲课程中关于微生物传播、食品和手卫生以及负责任的抗生素使用的核心学习目标。这款游戏的目标受众是9到12岁的孩子,它是基于桌面版的edugames4all平台游戏。我们讨论了从桌面游戏过渡到手机应用的挑战和经验教训。我们还展示了通过将游戏的教育影响评估整合到游戏机制中而获得的无缝评估。
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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