逃避虚假:一种用于打击假新闻的增强现实逃脱室游戏的开发与评估

Irina Paraschivoiu, J. Buchner, Robert Praxmarer, Thomas Layer-Wagner
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引用次数: 8

摘要

如今的“数字原住民”很容易掌握新设备,但更需要为他们提供坚实的态度、技能和价值观基础,以解读周围的世界。此外,在远程教育的背景下,为学生提供在课堂外以互动方式学习的机会同样重要。在本文中,我们通过提供Escape Fake的帐户来解决这些问题,这是一款用于教育年轻人了解假新闻的增强现实(AR)密室逃生游戏。我们展示了如何设计这样一个游戏在家里玩,从而提供远程互动学习的机会。本文通过介绍《Escape Fake》的设计过程和游戏玩法,探讨如何培养学生的信息素养。在我们对青少年和年轻人(n=49)的评估中,我们调查了通过AR逃避游戏学习的心流体验、对学习有效性的态度和兴趣。《Escape Fake》很受年轻人的欢迎,他们愿意在空闲时间玩这款游戏。这些结果为利用AR密室开发教育内容的教育工作者、研究人员和设计师提供了参考。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Escape the Fake: Development and Evaluation of an Augmented Reality Escape Room Game for Fighting Fake News
Today's digital natives easily master new devices, but there is a greater need to provide them with a strong foundation of attitudes, skills and values to interpret the world around them. Moreover, in the context of remote schooling, providing students with opportunities to learn outside of the classroom and in an interactive manner is equally important. In this article, we address these issues by providing an account of Escape Fake, an augmented reality (AR) escape room game for educating young people about fake news. We show how such a game can be designed for playing at home, thereby providing interactive learning opportunities remotely. We discuss how to teach information literacy, by introducing the design process and gameplay of Escape Fake. In our evaluation with teenagers and young adults (n=49), we investigated the flow experience, attitude towards learning effectiveness and interest in learning with an AR escape game. Escape Fake was very well accepted by youth, who are willing to play the game in their free time. These results provide considerations for educators, researchers and designers who develop educational content by means of AR escape rooms.
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