探讨人口统计学因素对教育游戏进程和游戏时间的影响

A. Joshi, Christos Mousas, D. Harrell, Dominic Kao
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引用次数: 0

摘要

现在游戏无处不在,教育类游戏也越来越流行。与其他游戏一样,教育性电子游戏吸引了来自不同种族和不同性别的参与者。因此,教育游戏设计师必须开发包容性游戏。在本文中,我们通过调查计算机编程游戏《迷兹》是否使来自广泛人口背景的参与者受益,来关注包容性、多样性和公平性(DEI)问题。我们强调了《迷彩》中存在的包容性特征,并关注参与者自我报告的性别和种族/民族,反映他们的游戏体验和学习成果。我们发现有证据表明,游戏支持学习成果,并为来自不同人口背景的参与者提供了引人入胜的游戏体验。我们将讨论对更广泛的文献的挑战和影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the Influence of Demographic Factors on Progression and Playtime in Educational Games
Games are now ubiquitous, and educational games are becoming increasingly prevalent. Like other games, educational video games attract participants from different ethnicities and with different gender expressions. As such, educational game designers face a necessity to develop inclusive games. In this paper, we focus on inclusivity, diversity, and equity (DEI) issues by investigating if the computer programming game Mazzy benefited participants from broad demographic backgrounds. We highlight inclusive features present in Mazzy, and, focusing on the participants’ self-reported gender and race/ethnicity, reflect on their play experience and learning outcomes. We found evidence that the game supported learning outcomes and facilitated an engaging play experience for participants from diverse demographic backgrounds. We discuss challenges and implications for the broader literature.
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