水、关卡和循环——青少年在设计游戏时逐渐理解系统的证据

Priyanka Parekh, E. Gee, Kelly Tran, Earl Aguilera, Luis E. Pérez-Cortés, T. Kessner, Sinem Siyahhan
{"title":"水、关卡和循环——青少年在设计游戏时逐渐理解系统的证据","authors":"Priyanka Parekh, E. Gee, Kelly Tran, Earl Aguilera, Luis E. Pérez-Cortés, T. Kessner, Sinem Siyahhan","doi":"10.1145/3311890.3311900","DOIUrl":null,"url":null,"abstract":"In recent times, there has been a surge of interest in both learning through design and learning systems thinking. Game design is well accepted as a rich learning environment [12, 25] and intent gamers, including children and teens, might be well-positioned to design games around environments while exploring both the context and the game as systems. We present a preliminary analysis of emergent systems thinking among teens who were making a board game about water pollution in a game-making workshop. Our findings suggest that through game-making, teens were compelled to think about both games and the context of the game as systems. We discuss implications for nurturing systems thinking as well as understanding of science concepts, and point to the affordances of non-digital games as tools for learning.","PeriodicalId":289072,"journal":{"name":"Proceedings of FabLearn 2019","volume":"8 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Water, Levels, and Loops - Evidence of Teens' Emerging Understanding of Systems while Designing Games\",\"authors\":\"Priyanka Parekh, E. Gee, Kelly Tran, Earl Aguilera, Luis E. Pérez-Cortés, T. Kessner, Sinem Siyahhan\",\"doi\":\"10.1145/3311890.3311900\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent times, there has been a surge of interest in both learning through design and learning systems thinking. Game design is well accepted as a rich learning environment [12, 25] and intent gamers, including children and teens, might be well-positioned to design games around environments while exploring both the context and the game as systems. We present a preliminary analysis of emergent systems thinking among teens who were making a board game about water pollution in a game-making workshop. Our findings suggest that through game-making, teens were compelled to think about both games and the context of the game as systems. We discuss implications for nurturing systems thinking as well as understanding of science concepts, and point to the affordances of non-digital games as tools for learning.\",\"PeriodicalId\":289072,\"journal\":{\"name\":\"Proceedings of FabLearn 2019\",\"volume\":\"8 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-03-09\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of FabLearn 2019\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3311890.3311900\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of FabLearn 2019","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3311890.3311900","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

摘要

近年来,人们对通过设计学习和学习系统思维的兴趣激增。游戏设计被广泛认为是一种丰富的学习环境[12,25],意图玩家(包括儿童和青少年)可能更适合围绕环境设计游戏,同时探索情境和游戏系统。我们对在游戏制作工作室中制作一款关于水污染的桌面游戏的青少年的突发系统思维进行初步分析。我们的发现表明,通过游戏制作,青少年被迫将游戏和游戏背景都视为系统。我们讨论了培养系统思维和理解科学概念的含义,并指出非数字游戏作为学习工具的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Water, Levels, and Loops - Evidence of Teens' Emerging Understanding of Systems while Designing Games
In recent times, there has been a surge of interest in both learning through design and learning systems thinking. Game design is well accepted as a rich learning environment [12, 25] and intent gamers, including children and teens, might be well-positioned to design games around environments while exploring both the context and the game as systems. We present a preliminary analysis of emergent systems thinking among teens who were making a board game about water pollution in a game-making workshop. Our findings suggest that through game-making, teens were compelled to think about both games and the context of the game as systems. We discuss implications for nurturing systems thinking as well as understanding of science concepts, and point to the affordances of non-digital games as tools for learning.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信