数字逃离游戏

Megan Clune
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引用次数: 0

摘要

密室逃生现象始于2007年的日本。《Escape Room》的前提是,“玩家”被锁在一个房间里,为了逃脱,他们必须在给定的时间框架内解决一系列谜题、谜语、打开机制和锁。虽然逃生室的教育功能已经并将继续被探索(例如Brown, Darby & Coronel, 2019),但设置逃生室所需的宏伟和物理复杂性意味着,对于普通课堂教师或较小的高等教育课程来说,这不是一个可持续的选择。然而,Escape Game的规模较小,玩家使用便携式(通常是可打印的)资源,目标是在给定的时间内通过解决谜语、谜题和打开锁来闯入某些东西(例如工具箱)。设置的后勤便利和可迭代性意味着逃脱游戏格式在所有教育部门越来越受欢迎-从年轻的小学学习者到大专学生(例如,参见Yachin, & Barak, 2019)。教育领域逃避游戏运动的一个成功例子是Breakout EDU(参见Detwiler, Jacobson, & O 'Brien, 2018)。除了作为一个平台,提供资源来创建自己的和使用其他教育者制作的物理逃脱游戏,breakout EDU还为会员提供数字逃脱游戏创建者和在线存储库。在本案例研究中,Breakout EDU数字游戏格式被用作中介人工制品。一款名为《数学杂烩》的数字逃脱游戏是为从事研究生数学教育课程的教育工作者设计的。这款游戏被嵌入到课程的学习管理系统中,并在特定的时间点被激活,学生们可以组队或单独完成(根据他们的选择)。本研究的目的是探讨数字逃脱游戏如何促进数学内容(学科知识)的学习;以及数字逃脱游戏如何能够使用和发展关键能力和数学过程。在本案例研究的介绍过程中,我们将分享逃跑游戏的概述、目的、发现和使用中介人工制品的含义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Escape Game
The Escape Room phenomena began in Japan in 2007. The premise of an Escape Room is that ‘players’ are locked inside a room and, in order to escape, they must solve a range of puzzles, riddles, and open mechanisms and locks inside a given timeframe. While the educational affordances of an escape room have been and continue to be explored (see for example Brown, Darby & Coronel, 2019) the grandeur and physical complexities required to set up an escape room mean than it is not a sustainable option for the average classroom teacher or smaller tertiary courses. The Escape Game, however, is played on a smaller scale with portable (often mostly printable) resources with players aiming to either break into something (a toolbox for example) by solving riddles, puzzles and opening locks within a given timeframe. The logistical ease of set up and iterability mean that the escape game format is becoming increasingly popular across all sectors of education—from young primary school learners to tertiary tauira (see for example Yachin, & Barak, 2019).  A successful example of the escape game movement in education is Breakout EDU (see for example Detwiler, Jacobson, & O’Brien, 2018). In addition to being a platform that provides resources to create your own and use other educator-made physical breakout games, Breakout EDU also provide members with a digital escape game creator and online repository. It was the Breakout EDU digital game format that was used as the mediating artefact in this case study.  A digital escape game, Mathematical Medley, was created for educators undertaking a postgraduate mathematics education course. The game was embedded into the course’s learning management system and activated at a certain time point for tauira to complete in groups or individually (as they chose). The purpose  of the study was to explore how a digital escape game might promote the learning of mathematical content (subject knowledge); and how a digital escape game might enable the use and development of key competencies and mathematical processes. An overview of the escape game, purpose, findings and implications of using the mediating artefact will be shared during the presentation of this case study.
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