将开放数据转化为教育类小游戏

I. Dunwell, R. Dixon, K. Bul, M. Hendrix, P. Kato, A. Ascolese
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引用次数: 7

摘要

随着基于web的开放数据源变得越来越可访问和丰富,翻译和重新利用这些数据以实现教育目标是一个有趣的话题。在获取这些数据并将其转化为有意义、相关和吸引学习者的形式,解决信息、知识和理解之间的差距方面存在重大挑战。游戏提供了实现这一目标的关键媒介,尽管关于将数据转化为引人入胜的教育材料的最佳技术(包括教学和技术)的证据有限。在本文中,我们描述了一个支持青少年健康生活方式发展的严肃游戏所采用的方法。游戏本身将玩家设定为后世界末日场景中的幸存者,肩负着生存和探索的任务。利用美国农业部关于营养信息的公开数据,四种不同的迷你游戏以两种基于测试的方法、一个谜题和一个直接连接到更广泛的游戏机制(即“制作”系统)的系统的形式执行。我们讨论了这些游戏背后的设计原理及其差异,并呈现了可用性测试的结果,展示了对各种技术的一些见解。我们的讨论有助于阐述如何将普通游戏机制最好地应用于开放数据中,以提供有效且引人入胜的教育体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Translating open data to educational minigames
As web-based open data sources become increasingly accessible and rich, translating and repurposing this data towards an educational goal is a topic of interest. Significant challenges exist in taking this data and translating it to a form meaningful, relevant, and engaging to the learner, addressing the gap between information, knowledge, and understanding. Games provide a key medium through which this may be achieved, though limited evidence exists as regards the best techniques, both pedagogical and technological, by which data can be translated to engaging and educational material. In this paper, we describe the approach adopted by a serious game supporting the development of healthy lifestyles amongst adolescents. The game itself places the player as a survivor in a post-apocalyptic scenario, tasked with survival and exploration. Utilising the United States Department of Agriculture's open data on nutritional information, four different mini-games are implemented in the form of two quiz-based approaches, a puzzle, and a system directly connected to wider game mechanics as a “crafting” system. We discuss the design rationale behind these games and their differences, and present the outcomes of usability testing showing some insight into the various techniques. Our discussion contributes to the theory of how common game mechanics might best be applied to open data to provide effective and engaging educational experiences.
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