为有效学习设计替代现实游戏:在大学教育中实施多模式持续游戏的方法

Rowan Tulloch, H. Wolfenden, H. Sercombe
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引用次数: 0

摘要

交替现实游戏(ARG)是一种相对较新的游戏形式。arg游戏通过各种媒体提供谜题,要求玩家在数字世界和现实世界中穿行,建立社交关系,并展示各种技能。本文提出了在高等教育背景下使用arg的行动研究方法。通过行动研究周期的两次迭代,该研究确定了学生参与、出勤率、对细节的关注以及与课程材料的联系方面的好处。通过从第一个循环中学习,我们开发了一个谜题模式,以便在第二个循环中实现。第一个循环还确定了游戏需要一个强大的叙事结构,并将注意力吸引到arg中传统的本体模糊性中的紧张关系:“这不是游戏”的小说以及想象和现实世界元素的相互渗透。在第二次迭代中,该研究抛弃了这一传统,在将活动作为游戏进行澄清方面发现了显著的优势,并且没有明显的缺陷。该研究重申了ARG作为教学工具的力量,并提供了专为高等教育教学环境设计的ARG实施模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Alternate Reality Games for effective learning: a methodology for implementing multimodal persistent gaming in university education
ABSTRACT The Alternate Reality Game (ARG) is a relatively new form of gaming. Offering puzzles across a variety of media, ARGs require players to navigate digital and real worlds, form social connections, and demonstrate a wide variety of skills. This paper presents an Action Research approach to the use of ARGs in tertiary education contexts. Through two iterations of an Action Research cycle, the research identifies benefits in student engagement, attendance, attention to detail and connection with course materials. Through learning from the first cycle, a puzzle schema was developed for implementation in the second cycle. The first cycle also identified the need for a strong narrative structure for the game, and drew attention to a tension in the tradition of ontological ambiguity in ARGs: the ‘this is not a game’ fiction and the interpenetration of imaginary and real-world elements. Discarding this tradition in the second iteration, the research found significant advantages and no clear deficits in the clarification about the activity as a game. The research reaffirms the power of ARGs as a pedagogical tool, and offers a model of ARG implementation specifically designed for tertiary teaching environments.
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