用户对严肃游戏及其功能的看法

Anastasia Eleftheriou, Kalli Koulloufidou, A. Petropoulos, Kostas Kouvaris
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摘要

摘要早期文献证据表明,与传统的单向被动教育相比,双向、互动和量身定制的教育是一种更有前途的教育形式。然而,制作一款能够像娱乐游戏一样吸引用户的严肃游戏,同时融入学习和游戏化元素可能非常复杂。这就是为什么游戏概念、技术和功能需要以用户驱动的方式精心设计的原因。作者团队利用他们在严肃游戏方面的专业知识,为研究参与者提供了引人入胜的学习活动。特别地,本研究探讨了用户如何看待一系列严肃的性教育游戏的不同元素、特征和设计。它显示了哪些元素对用户来说更重要,哪些元素能给他们带来良好的体验,哪些元素能促进他们的学习。本文将结合这一领域的最新研究,总结出基于用户反馈设计一款有效且吸引人的严肃游戏的关键元素。这项研究将朝着设计量身定制的相关教育干预措施迈出一步,这些干预措施将促进主动学习,而不是被动的单向学习。关键词:严肃游戏,功能,数字干预,用户感知,性教育
本文章由计算机程序翻译,如有差异,请以英文原文为准。
User Perceptions of Serious Games and Their Features
Abstract. Two-way, interactive and tailored education is a more promising form of education compared to traditional one-way passive education, as early literature evidence suggests. However, building a serious game that can engage users in the same way as an entertainment game, while incorporating both learning and gamification elements can be quite complicated. That is why the game concept, technology and features need to be designed carefully, in a user driven way. The authoring team makes use of their expertise in serious games in order to include engaging learning activities for the participants of the study. In particular, this study explores how users perceive the different elements, features and design of a collection of serious games on sex education. It shows which elements are of more importance to the users, what gives them a good experience, and what facilitates their learning. Findings are presented along with current research in this area, to conclude on the key elements for designing an effective and engaging serious game, based on user feedback. This study will be a step toward the design of tailored and relevant education interventions that will promote active learning, rather than passive one-way learning. Keywords: serious games, features, digital interventions, user perceptions, sex education
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