《蛇梯》网络表征教育改编中的游戏化概念

Hani Dewi Ariessanti, Agung Trisetyo, W. Suparta, Edi Abudurahman
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引用次数: 4

摘要

教育可以通过各种概念来实施,其中之一是游戏化的概念,然后将其作为一种学习媒介。游戏化使教学媒介的使用发生了变化,即由“传统”向“创新”转变。本研究旨在将游戏化的概念引入蛇梯游戏中,以支持对Covid- 19的理解。瀑布模型的研究方法是一个简单的经典模型,具有线性系统流,其中每个阶段的输出是下一阶段的输入,这是通过操纵程序脚本和算法来完成的,以提供新颖的蛇梯游戏概念规则。将吸引用户,并提供通过解决挑战的乐趣所创造的理解的影响。《蛇梯棋》的学习本身就是这样设计的,每次你玩游戏时,棋盘界面都会随机改变,直到基本的棋盘游戏变成一款可以离线或在线应用的数字游戏。该游戏已发展到“在线游戏”模式的阶段,该模式允许通过互联网从各种设备进行比赛。这款游戏使用了一个盒子系统,在游戏中起到了“大厅”的作用,因此在线玩家可以选择加入或主持游戏,并通过游戏代码邀请其他玩家。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Concept of Gamification in Adaptation of Snake Ladder Online Representation Education Covid-19
Education can be implemented through various concepts, one of which is the concept of gamification which is then adopted as a learning medium. Gamification to make a change in the use of instructional media, namely of the “conventional” to the more “innovative”. This study aims to adopt a concept of gamification into a game of snakes and ladders to support learning about the understanding of Covid- 19. The research method with the waterfall model, which is a simple classic model with a linear system flow, where the output of each stage is input for the next stage, this is done by manipulating program scripts and algorithms to provide novelty to the rules of the snakes and ladders game concept. will attract users and provide an impact of understanding created through the pleasure of playing in solving challenges. The learning of snakes and ladders itself is designed in such a way that the board interface changes randomly every time you play until the base board game becomes a digital game that can be applied n offline and online. The game is developed to the stages of the “Online Play” mode, which allows matches to be played from various devices via the internet. This game uses a box system that functions as a “lobby” in the game, so online players can choose to join or host the game and invite other players through the game code.
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