数码icon:它不是数字化的,而是面对面的

Elyssebeth Leigh, D. Hutchinson
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引用次数: 1

摘要

为学习设计游戏是一个复杂的过程,需要对活动中所表现的社会文化元素有深刻的理解,以及对将活动带入生活的技术知识。Digicon是一款领导力训练模拟游戏。它没有使用任何数字技术,但却引发了关于语言能力、习得性无助和行为抑制等各种主题的激烈讨论。在数字游戏和互动娱乐会议的背景下,Digicon是前数字时代的纽带,当时学习游戏的设计师完全依靠分析和想象来创造合成环境,就像现在通过大规模技术支持的学习活动所提供的那样。长期以来,游戏和模拟都提供了学习的机会。与19世纪和20世纪相比,在21世纪,玩耍和娱乐被更广泛地接受为有效的学习策略。然而,尽管教育工作者和游戏设计师可以获得许多面向设计的知识,但对于各种形式的游戏学习之间的关系的认识却存在很大差距。Digicon诞生于前数字游戏时代,但它在使用游戏进行学习的设计和应用原则方面保持了连续性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DIGICON: It's Not Digital But It Is Confronting
Designing games for learning is a complex process requiring deep understanding of socio-cultural elements to be represented in the activity, as well as knowledge of technologies with which to bring the action to life. Digicon is a leadership training simulation-game. It uses no digital technology, yet generates intense discussion about topics as diverse as linguistic competence, learned helplessness and behavioural inhibitions. In the context of a conference on digital games and interactive entertainment, Digicon is link between a pre-digital age when designers of games for learning relied solely on analysis and imagination to create synthetic environments such as those now available via large-scale technology-supported learning activities. Games and simulations have long provided learning opportunities. In the 21st Century play and fun are more widely accepted as valid learning strategies than in the 19th and 20th centuries. However, while there is much design-oriented knowledge available to educators and game designers, there are big gaps in awareness of relationships among various forms of play for learning. Digicon dates from a pre-digital games era, yet models the continuity of design and application principles in using games for learning.
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