Lehigh Gap之谜:基于游戏的VR非正式学习

Alec M. Bodzin, Araujo Junior Robson, Josie Koelsch, Mayra Arnoat Perez, Udita Agarwal, Marcos Escobar, Chad Schwartz, D. Anastasio, Tom Hammond, Brian Birchak, Junchen Bao, Yiting Chen, Tarah Cicero, Xiangyu Hu, E.J. Rovella, Laura Sary, Matthew Silverman, Hayley Whitney
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引用次数: 0

摘要

. 基于游戏的虚拟现实(VR)在加强图书馆、博物馆、环境中心或家庭等非正式教育环境方面具有很大的潜力。我们设计并开发了利哈伊峡之谜,这是一款面向青少年和成人的VR游戏,旨在了解美国宾夕法尼亚州利哈伊峡因1898-1980年运营的锌冶炼厂而发生的历史变化。我们提出了指导我们项目开发的设计原则,这些原则来源于非正式科学教育环境的学习设计研究文献,以及游戏化VR可以提供的支持。我们的iLRN海报和附带的视频展示了利哈伊峡之谜的第一部分。它突出了故事背景和一系列的小游戏,在这些小游戏中,玩家可以了解历史上的采矿,运输和锌冶炼厂的工业过程,这些过程将原始的植被景观变成了贫瘠的月球景观。在我们的海报环节,我们将讨论我们的设计和开发工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Mystery of Lehigh Gap: Game-based VR for Informal Learning
. Game-based Virtual Reality (VR) holds much potential to enhance informal education settings, whether in libraries, museums, environmental centers, or at home. We have designed and developed Mystery of the Lehigh Gap , a VR game for adolescents and adults to learn about the historical changes that occurred in the Lehigh Gap, Pennsylvania, USA due to a zinc smelting plant that operated from 1898-1980. We present the design principles that guided our project’s development, which were derived from the research literature on designing learning for informal science education environments, and the affordances that gamified VR can provide. Our iLRN poster with accompanied video presents the first section of the Mystery of the Lehigh Gap . It highlights the narrative context and a series of mini-games in which players learn about historical mining, transportation, and industrial processes at a zinc smelting plant that converted a pristine landscape with vegetation to a barren moonscape. During our poster session, we will discuss our design and development work.
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