制作基于游戏的学习:我的世界教育版的课程分析

David Bar-El, Kathryn E. Ringland
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引用次数: 10

摘要

长期以来,数字游戏一直是游戏研究社区的兴趣所在,但很少有人研究教师如何在K-12课堂的教学中设计和整合商业数字游戏。在本文中,我们研究了为Minecraft教育版设计的627个在线课程计划的语料库。首先,我们提供关于作者、语言、学科领域、技能和课程预期学生年龄的描述性统计数据。然后我们分享我们正在进行的工作来分析16个高级用户上传的课程。通过这一分析,我们希望能够对教师的沙盒游戏设计进行分类。我们的工作为当前使用Minecraft教育版作为教育工具的情况提供了一个快照,并开始探索教师如何设计沙盒游戏进行学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Crafting Game-Based Learning: An Analysis of Lessons for Minecraft Education Edition
Digital games have long been of interest to Game Studies communities, but relatively few have examined how teachers design with and incorporate commercial digital games in their teaching in K-12 classrooms. In this paper, we examine a corpus of 627 online lesson plans designed for Minecraft Education Edition. First, we provide descriptive statistics about the authors, language, subject areas, skills, and intended student age of the lessons. We then share our work-in-progress to analyze lessons uploaded by 16 power users. With this analysis, we hope to work towards a taxonomy of teachers’ designs with sandbox games. Our work contributes a snapshot of the current landscape of uses of Minecraft Education Edition as an educational tool and begins exploring how teachers design with a sandbox game for learning.
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