克雷伯历险记:关于ATP形成的电脑游戏

F. M. Baêta, B. M. Souza, G. B. Marinhoi, J. G. Andrade, J. C. Souza, M. Bertoldi, G. Hornink
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引用次数: 0

摘要

导论:生物化学和其他与分子领域相关的学科都有一些抽象和难以理解的概念,因此,许多教育创新被开发出来,突出了数字游戏。数字游戏具有有趣和激励的特点,鼓励学生在概念学习过程中,以不同的方式学习所学的概念。目的:本研究的目的是开发一个电脑游戏,重点介绍ATP形成的概念,包括糖酵解途径、克雷布斯循环和电子传递链,以及与调节相关的方面,并评估它的可用性,以及它的一些教育潜力的证据。材料和方法:游戏的开发遵循以下步骤:定义主题;对游戏开发者的理解(游戏邦注:选择了GameMaker);游戏的故事板制作;原型,执行和可用性测试。为了进行评估,首先进行了可用性检查(不涉及最终用户),然后进行了认知途径和可用性问卷调查(后两者与生物化学学科的学生一起进行)。结果:游戏通过糖酵解途径、克雷布斯循环和电子传递链三个阶段接近能量代谢。每个阶段都有不同的目的,并有一些关于方式的问题。要完成游戏,你必须正确回答问题,避开障碍,实现每个阶段的目标。在可用性测试后,他们发现用户能够以一种有趣的方式积极地与内容进行互动,并且通过游戏中呈现的困难,有机会扩展和回顾他们的知识。结论:该游戏对教学具有激励性和创新性,对大学生具有较好的可用性。滑稽作品作为一种教学实践,可以鼓励学生学习,并有助于知识的建构。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kreber`s Adventures: Computer game about the ATP formation
Introduction: Biochemistry, as well as other subjects related to molecular area, have several abstract and difficult concepts to be understood, therefore, many educational innovations have been developed, highlighting the digital games. The digital games feature a playful and motivational character that encourages students during the concepts learning, with a different way to learning the concepts studied. Objectives: The objective of this study was the development of a computer game focused on the concepts of ATP formation, including the glycolytic pathway, Krebs cycle and Electron Transport Chain, as well as aspects related to the regulation, and evaluate the usability of it, as well as some evidence of its educational potential. Material and methods: The development of the game followed the following steps: definition of the subject; understanding of game developer (it was chosen the GameMaker); storyboard creation of the game; prototyping, implementation and usability testing. For the evaluation, inspection usability was performed (without involving end users) and subsequently the cognitive route and the usability questionnaire (the latter two with students of the discipline of Biochemistry). Results: The game approached the energy metabolism in three phases: the glycolytic pathway, Krebs cycle and electron transport chain. Each phase has a different purpose, with some questions about the ways. To complete the game, you must correctly answer the questions, avoid the obstacles and achieve the goals of each phase. After usability testing, it found that users could, in a playful manner, actively interact with the content addressed and, through the difficulties presented in the game, had the opportunity to expand and review their knowledge. Conclusions: The game was identified as a motivating and innovative proposal for  teaching, and it had good usability for undergraduate students. The ludic worked as a pedagogical practice encourages student for learning and may assist in the construction of knowledge.
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