Giannandrea Inchingolo, Rachele Toniolo, Stefania Varano, Andrea Ligabue, Sara Ricciardi
{"title":"《象素:设计天文教育专业棋盘游戏的挑战","authors":"Giannandrea Inchingolo, Rachele Toniolo, Stefania Varano, Andrea Ligabue, Sara Ricciardi","doi":"10.34190/ecgbl.17.1.1481","DOIUrl":null,"url":null,"abstract":"PIXEL - Picture (of) the Universe is a board game developed by INAF - Italian National Institute for Astrophysics in collaboration with GAME Science Research Center. The game simulates the astrophysics research environment, particularly emphasising the observation and study of cosmic bodies at different resolutions. Image resolution is a crucial element in astrophysics, but the intrinsic complexity and challenges of making high-resolution images of the distant Universe are not easily and generally perceivable. We envisioned PIXEL driven by this challenge. Games intended to engage students with science either concentrate on the contents to foster the learning process or focus on life skills solicited by scientific practices. Game mechanics are then either a leverage of scientific knowledge or a science-like behavioural model, depending on the expected outcome of the game-based learning process. In addition to that, game-based learning in STEM (Science, Technology, Engineering, Mathematics) generally is designed by science practitioners and science communication and education experts. The design process of PIXEL has been a novel joint effort between scientists, science communicators, professional game designers, and game-market and award advisors. We produced a game in which the mechanics are the core of scientific learning, implicitly telling about science while making the player experience it. The innovation of this process is to obtain a game that encountered positive feedback both from the community of game experts and the educational context. The final output is a professional board game suitable for STEM education that promotes scientific citizenship in the audience.In this work, we discuss the game design process and describe how we included our scientific educational messages of image resolution and research dynamics as processes within the game mechanics without making them explicit during the gameplay. We also present a preliminary engagement evaluation of PIXEL and its efficacy in delivering implicit scientific messages through its mechanics.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"PIXEL: Challenges of Designing a Professional Board Game for Astronomy Education\",\"authors\":\"Giannandrea Inchingolo, Rachele Toniolo, Stefania Varano, Andrea Ligabue, Sara Ricciardi\",\"doi\":\"10.34190/ecgbl.17.1.1481\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"PIXEL - Picture (of) the Universe is a board game developed by INAF - Italian National Institute for Astrophysics in collaboration with GAME Science Research Center. The game simulates the astrophysics research environment, particularly emphasising the observation and study of cosmic bodies at different resolutions. Image resolution is a crucial element in astrophysics, but the intrinsic complexity and challenges of making high-resolution images of the distant Universe are not easily and generally perceivable. We envisioned PIXEL driven by this challenge. Games intended to engage students with science either concentrate on the contents to foster the learning process or focus on life skills solicited by scientific practices. Game mechanics are then either a leverage of scientific knowledge or a science-like behavioural model, depending on the expected outcome of the game-based learning process. In addition to that, game-based learning in STEM (Science, Technology, Engineering, Mathematics) generally is designed by science practitioners and science communication and education experts. The design process of PIXEL has been a novel joint effort between scientists, science communicators, professional game designers, and game-market and award advisors. We produced a game in which the mechanics are the core of scientific learning, implicitly telling about science while making the player experience it. The innovation of this process is to obtain a game that encountered positive feedback both from the community of game experts and the educational context. The final output is a professional board game suitable for STEM education that promotes scientific citizenship in the audience.In this work, we discuss the game design process and describe how we included our scientific educational messages of image resolution and research dynamics as processes within the game mechanics without making them explicit during the gameplay. We also present a preliminary engagement evaluation of PIXEL and its efficacy in delivering implicit scientific messages through its mechanics.\",\"PeriodicalId\":406917,\"journal\":{\"name\":\"European Conference on Games Based Learning\",\"volume\":\"27 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"European Conference on Games Based Learning\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.34190/ecgbl.17.1.1481\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"European Conference on Games Based Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.34190/ecgbl.17.1.1481","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
PIXEL - Picture of the Universe是一款由意大利国家天体物理研究所与游戏科学研究中心合作开发的棋盘游戏。游戏模拟了天体物理学的研究环境,特别强调了在不同分辨率下对宇宙物体的观察和研究。图像分辨率是天体物理学中的一个关键因素,但制作遥远宇宙的高分辨率图像的内在复杂性和挑战并不容易和普遍可感知。我们在这一挑战的推动下设想了PIXEL。旨在让学生参与科学的游戏要么专注于培养学习过程的内容,要么专注于科学实践所要求的生活技能。游戏机制要么是科学知识的杠杆作用,要么是类似科学的行为模型,这取决于基于游戏的学习过程的预期结果。除此之外,STEM(科学,技术,工程,数学)中的基于游戏的学习通常是由科学从业者和科学传播与教育专家设计的。PIXEL的设计过程是科学家、科学传播者、专业游戏设计师、游戏市场和奖项顾问共同努力的结果。我们制作了一款游戏,其中机制是科学学习的核心,在让玩家体验科学的同时隐含地讲述科学。这一过程的创新之处在于,游戏能够获得来自游戏专家社区和教育环境的积极反馈。最终输出的是一款适合STEM教育的专业桌游,能够在受众中提升科学公民意识。在这篇文章中,我们讨论了游戏设计过程,并描述了我们如何将图像分辨率和研究动态等科学教育信息作为游戏机制中的过程,而不是在游戏玩法中明确说明它们。我们还提出了PIXEL的初步参与评估及其通过其机制传递隐含科学信息的功效。
PIXEL: Challenges of Designing a Professional Board Game for Astronomy Education
PIXEL - Picture (of) the Universe is a board game developed by INAF - Italian National Institute for Astrophysics in collaboration with GAME Science Research Center. The game simulates the astrophysics research environment, particularly emphasising the observation and study of cosmic bodies at different resolutions. Image resolution is a crucial element in astrophysics, but the intrinsic complexity and challenges of making high-resolution images of the distant Universe are not easily and generally perceivable. We envisioned PIXEL driven by this challenge. Games intended to engage students with science either concentrate on the contents to foster the learning process or focus on life skills solicited by scientific practices. Game mechanics are then either a leverage of scientific knowledge or a science-like behavioural model, depending on the expected outcome of the game-based learning process. In addition to that, game-based learning in STEM (Science, Technology, Engineering, Mathematics) generally is designed by science practitioners and science communication and education experts. The design process of PIXEL has been a novel joint effort between scientists, science communicators, professional game designers, and game-market and award advisors. We produced a game in which the mechanics are the core of scientific learning, implicitly telling about science while making the player experience it. The innovation of this process is to obtain a game that encountered positive feedback both from the community of game experts and the educational context. The final output is a professional board game suitable for STEM education that promotes scientific citizenship in the audience.In this work, we discuss the game design process and describe how we included our scientific educational messages of image resolution and research dynamics as processes within the game mechanics without making them explicit during the gameplay. We also present a preliminary engagement evaluation of PIXEL and its efficacy in delivering implicit scientific messages through its mechanics.