在动物园设计学习体验:基于地理位置的游戏开发工具包

Terje Väljataga, Priit Tammets, Kairit Tammets, Pjotr Savitski, Kai-Mikael Jää-Aro, Ryan Dias
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引用次数: 2

摘要

学习者使用他们的个人设备在移动中访问、解释和处理信息工件,将其转换为各种代表性状态,或创建全新的状态,从而发挥积极作用,这正在成为一种常态。这样的发展有可能将课堂上的学习经验带入现实世界,但也支持冒险学习和通过设计和创造学习的教育愿景。这挑战了当前的学习和教学实践,需要新的教学模式和设计学习经验和适当的技术工具的不同观点。本文讨论了开发一个支持冒险学习的工具包的理论假设和设计方面。SmartZoos项目旨在设计和开发一个工具集,使教师和学生能够积极地利用个人移动设备设计基于位置的游戏、冒险路线和其他挑战(测验、作业等)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing Learning Experiences in Zoos: A Location-Based Game Development Toolkit
It is becoming the norm that learners with their personal devices take an active role through accessing, interpreting and processing informational artifacts on the go, transforming them into various representational states, or creating entirely new ones. Such a development holds the potential to take learning experiences from the classroom into the real world, but also supports the educational vision of adventure learning and learning through design and creation. This challenges current learning and teaching practices, requiring new pedagogical models and different perspectives on designing learning experiences and appropriate technological tools. This paper discusses the theoretical assumptions and design aspects of developing a toolkit that supports adventure learning. The SmartZoos project aims to design and develop a toolset which allows teachers, but also students, to take an active role in designing location-based games, adventure trails and other challenges (quizzes, assignments, etc.) with personal mobile devices.
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