电子游戏作为教育工具

A. W. Utoyo
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引用次数: 7

摘要

电脑和视频游戏是进化和生产力的一个渠道,最主要的是通过各种学科来吸引学者的注意。一般来说,电脑和电子游戏被教育工作者忽视了。当教育工作者考虑这些游戏时,他们注意到了赌博的社会后果,而忽略了游戏显著的教育潜力。本文着眼于教育研究游戏的历史,并认为游戏的感知潜力一直被教育工作者所忽视。当前游戏的发展,包括互动故事、创作工具和数字世界协作,为教育媒体提供了强大的新机遇。电子游戏是提高教育水平的重要组成部分,它能够迫使玩家呈现现实生活情境的真实模拟。开始适当地使用游戏技术进行教育和培训,不再需要科学和工程方法来创造游戏,不仅是对物理世界的更逼真的模拟,而且还提供有效的学习体验。本文阐述了如何将教育原则与游戏设计结合起来,并定义了基于设计、娱乐和教育功能的游戏。从教学的角度来看,考虑到与最终用户的相关性,在选择设计模板类别之后,在关注用户交互模式之前,工作遵循形成框架定义的一部分的绘图托盘
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video Games as Tools for Education
Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and digital world collaboration, suggest powerful new opportunities for educational media. Video games are an important part of improving education through its ability to force players to present realistic simulations of real-life situations. The beginning of the proper use of gaming technologies for education and training and there is no need for scientific and engineering methods to create games not only as a more realistic simulation of the physical world but to provide experience Effective learning. This document illustrates building up to date Integration of educational principles and game design into a dialogue between them and defining games that can be integrated based on design, entertainment, and educational features. The work follows a drawing tray that forms part of the framing definition and after selecting categories of design templates, before focusing on user interaction modes, from a pedagogical point of view, given its relevance to end users
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