:在学习过程中引入教育游戏

J. Torrente, Á. del Blanco, E. Marchiori, P. Moreno-Ger, Baltasar Fernandez-Manjon
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引用次数: 139

摘要

在过去的几年里,教育游戏已经引起了学术界的一些关注。学习体验的多重增强通常归因于教育游戏,尽管被引用最多的是它们提高学生动机的潜力。尽管有这些预期的优势,但如何在学习过程中引入电子游戏是一个尚不完全清楚的问题,这降低了教育电子游戏的潜在影响。我们研究小组的目标是找出限制游戏融入学习过程的障碍,并提出解决这些障碍的方法。这项工作的结果是平台,一个教育游戏创作工具,旨在使电子游戏成为教师使用的另一种教育工具。在本文中,我们通过三个主要关注点来描述如何将游戏整合到学习过程中:降低教育游戏的高开发成本,教师参与开发过程以提高教育价值,以及使用白盒模型制作游戏。此外,我们还描述了我们正在使用该平台作为试验台进行的当前研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
: Introducing educational games in the learning process
Within the last years educational games have attracted some attention from the academic community. Multiple enhancements of the learning experience are usually attributed to educational games, although the most cited is their potential to improve students' motivation. In spite of these expected advantages, how to introduce video games in the learning process is an issue that is not completely clear yet, which reduces the potential impact of educational video games. Our goal at the <;e-UCM> research group is to identify the barriers that are limiting the integration of games in the learning process and propose approaches to tackle them. The result of this work is the <;e-Adventure> platform, an educational game authoring tool that aims to make of video games just another educational tool at the disposal of the instructors. In this paper we describe how <;e-Adventure> contributes to the integration of games in the learning process through three main focuses: reduction of the high development costs of educational games, involvement of instructors in the development process to enhance the educational value, and the production of the games using a white-box model. In addition we describe the current research that we are conducting using the platform as a test-bed.
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