游戏考古学:不同能力儿童的有趣学习

P. Marti, I. Iacono, Michele Tittarelli
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引用次数: 2

摘要

《Archeo》是一款结合了故事叙述和建设性玩法的协作式模块化游戏。它被设计成一个小学工具包,让8到10岁的孩子们操纵、发现和建立与考古发现有关的故事,这是一个在挖掘现场发现的神秘物体。这个游戏在锡耶纳(意大利)的一所小学进行了实验。最初的试验涉及22名8岁的儿童和他们的老师。该组包括6名患有轻度认知障碍和学习障碍的儿童。儿童被分为4组,每组由专家指导。每组至少包括一名患有轻度认知障碍的儿童。结果表明,游戏是包容和协作的,因为所有的孩子都为最终目标的实现做出了贡献,而不管他们的认知能力如何。有趣的是,他们对故事的记忆没有显著差异。所有的孩子都记住了故事的大部分细节,即使轻度认知障碍的孩子用更少的句子总结了故事,而典型发育的孩子则表现出更丰富的叙事能力。操纵和合作是游戏的制胜因素。通过一起构建和构建,孩子们成功地掌握了故事的抽象元素和游戏的具体组成部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaming Archaeology: Playful Learning for Children With Different Abilities
Archeo is a collaborative modular game that combines storytelling and constructive play. It was designed as a primary school kit to engage children from 8 to 10 years of age in manipulating, discovering and building narratives associated with an archaeological find, a mysterious object found at an excavation site. The game was experimented in a primary school in Siena (Italy). Initial trials involved twenty-two 8-year-old children and their teachers. The group included 6 children with mild cognitive disabilities and learning disorders. Children were divided in 4 groups, each of which was facilitated by an expert. Each group included at least one child with a mild cognitive disability. Results show that the game was inclusive and collaborative, since all children contributed to the achievement of the final goal, regardless their cognitive ability. Interestingly, there were no remarkable differences in retention of the story. All children remembered most of the details of the story, even if the children with a mild cognitive disability summarized it in fewer sentences, whilst children with typical development showed richer narrative competencies. Manipulation and collaboration were the winning factor in the game. By building and constructing together, children successfully mastered abstract elements of the story as well as very concrete building blocks of the game.
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