多领域框架:对教育游戏建模中主题理解的定性研究

Mifrah Ahmad, Lukman bin AB Rahim, N. Arshad
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引用次数: 1

摘要

人们普遍认为,使用计算机作为辅助工具可以使传统的教育过程受益。在过去的十年中,在教育中使用计算机的各种方法已经成为最突出的(即电子学习,基于游戏的学习系统和寓教于乐)。如何制作出有效的教育类游戏是游戏开发者所面临的一个挑战。这可以让游戏开发者理解游戏玩法(规则和规则)、游戏环境、学习理论和教育游戏中嵌入的主题(学习者实现主题内容目标的成就)之间的关系。因此,作者通过系统的文献回顾,提出了一个多领域框架来概念化提取隐含关系的要素。通过与8位基于游戏的学习专家的定性访谈来验证这些关系。本文提出了基于主题领域的11种内隐关系,并运用定性研究的解释解释学方法讨论了它们与游戏环境、学习理论和游戏玩法的相关性。因此,本文总结了11种明确的关系,供游戏开发者在开发过程中建模和概念化教育游戏时思考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A multi-domain framework: A qualitative study evolving understanding of subject-matter in modelling educational games
It is widely agreed that the traditional process of schooling can benefit from the usage of computers as supportive tools. Various approaches using computers in education have become the most prominent over the last decade (i.e. e-learning, game-based learning systems, and edutainment). A constant challenge has been faced by the game developers to achieve an effectively modelled and designed educational game. This can allow game developers to understand the relationships between game play (rules and regulations), game environment, learning theories, and the subject-matter (learner's achievement to achieve the objective of subject content) embedded in the educational game. Thus, the authors have proposed a multi-domain framework to conceptualize the elements with extracted implicit relationships through a systematic literature review. These relationships are verified through qualitative interviews with eight (8) game-based learning experts to validate the relationships. This paper presents eleven (11) implicit relationships based on subject-matter domain and discusses their relevancy with game environment, learning theories, and game play by applying interpretive hermeneutic approach of qualitative study. Consequently, this paper concludes eleven (11) explicit relationships for game developers to reflect on during the modelling and conceptualizing educational games in the development process.
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