梦的清醒:尤姆尼基和学习共情梦境

C. Bommarito, Kathryn Dunlap
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引用次数: 5

摘要

在本文中,作者通过展示电子游戏及其在线协作社区中主动学习的存在,将数字环境作为学习空间和扩展认知的场所进行了研究。作者使用了Shaun Gallagher的扩展思维理论,假设创造者和玩家之间在游戏中创造的共享认知空间可以通过游戏素养通过玩家的数字社区扩展到包括许多其他人。作者让参与者玩极简主义的日本独立游戏《Yume Nikki》,然后阅读有关“隐蔽青年”(hikikomori)的材料,这是一种据信创造者患有的疾病。他们从结果中得出结论,在设计虚拟环境时,即使是在单人游戏环境中,也不应低估人类社区的积极和创造性学习。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Dream Lucidity: Yume Nikki and Learning the Empathy Dreamscape
In this paper, the authors examine digital environments as a learning spaces and site of extended cognition by demonstrating the presence of active learning in both video games and their linked online collaborative communities. The authors use Shaun Gallagher's theory of extended mind to posit the notion that the shared cognitive space created in the game between creator and player can be extend to include many others through the digital communities of those players though gaming literacy. The authors conducted a think-aloud protocol with participants playing Yume Nikki, a minimalist Japanese indie game, then reading materials on hikikomori, a condition the creator is believed to have. They conclude from their results that active and creative learning of human communities should not be undervalued when designing virtual environments even when the environment is single-player.
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