游戏是教室:从学习的角度理解玩家的目标和归因

William Martin, Brian Magerko
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引用次数: 3

摘要

近年来,人们在教育游戏、基于游戏的学习和游戏化方面做了很多工作,探索游戏如何有益于学习。然而,反向关系还有待充分探索——教育心理学和教育学如何影响我们对玩家体验和游戏设计的理解?我们进行了一项研究,以检验玩家体验的各个方面与教育心理学中常用的两种动机结构(成就目标和因果归因)之间的关系。在这项研究中,165名参与者被要求玩一个游戏,并填写一份关于他们经历的问卷。我们发现玩家的成就目标和因果归因都与玩家体验的各个组成部分显著相关。此外,我们发现成就目标和因果归因是超越挑战感和沉浸感的心理流的显著预测因子。虽然挑战和沉浸感是设计游戏流体验时的典型考虑因素,但该研究表明,游戏设计师还应该考虑激发玩家特定成就目标和因果归因的方法。这些发现突出了学习科学与不断发展的玩家体验领域之间的联系,我们希望这篇论文能够成为未来翻译工作的范例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Game as a Classroom: Understanding Players’ Goals and Attributions from a Learning Perspective
Much work has been done on educational games, game-based learning, and gamification in recent years, exploring how games may benefit learning. However, the reverse relationship has yet to be fully explored—how can educational psychology and pedagogy influence our understanding of player experience and the design of games? A study was conducted to examine how various aspects of player experience are related to two commonly used motivational constructs in educational psychology: achievement goals and causal attributions. In the study, 165 participants were asked to play a game and fill out a questionnaire on their experiences. We found that players’ achievement goals and causal attributions were both significantly correlated to various components of player experience. Additionally, we found that achievement goals and causal attributions are significant predictors of psychological flow over and above feelings of challenge and immersion. While challenge and immersion are typical considerations when seeking to design flow experiences in games, this study suggests that game designers should also consider ways in which they may inspire particular achievement goals and causal attributions in their players. These findings highlight the connection between the learning sciences and the growing field of player experience, and we hope this paper serves as an example for future translational work.
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