合作的新颖性:高中生玩合作现代桌游时的学习与享受感知

Micael Sousa, Carla Sousa, Filipe Luz
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引用次数: 0

摘要

现代桌游正在改变人们玩模拟面对面多人游戏的方式。这一趋势的一个新奇之处在于,提供协作玩法的游戏越来越流行。这些合作游戏在改变玩家结构方面发挥了重要作用,吸引了那些更喜欢建设性互动而非破坏性对抗的玩家。同样地,玩合作游戏也需要特定的玩家技能,这与软技能的概念有关。通过现代合作桌面游戏来训练这些技能,无论是修改现有游戏,还是开发新的严肃游戏,或者使用游戏化方法,都具有很大的潜力。为了测试学生第一次玩合作现代棋盘游戏的感觉,我们在学校环境中组织了一天的游戏会议,特别是在学生老师的支持下在教室里。在6个小时(上午3个,下午3个)的时间里,共有25名来自职业多媒体领域的高中学生参加了会议,其中包括所有性别的学生。学生们参与了四个精心挑选的现代合作棋盘游戏的游戏。结果表明,学生们喜欢游戏环节,并认识到合作的重要性,以及相关技能,包括沟通、同理心、组织、专注和互补互动。这个实验强化了一个建议,即使用过的现代棋盘游戏可以作为适合学习和训练的有吸引力的活动引入课堂。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Novelty of Collaboration: High School Students Learning and Enjoyment Perceptions When Playing Cooperative Modern Board Games
Modern board games are changing the way people play analogue face-to-face multiplayer games. One of the novelties of this trend is the growing prevalence of games that offer collaborative gameplay. These cooperative games have been instrumental in shifting the demographic of players, attracting individuals who prefer engaging in constructive interactions rather than destructive confrontations. Likewise, playing cooperative games demand specific players' skills which can be associated with the concept of soft skills. Training these skills through modern cooperative board games, whether by modifying existing games or developing new ones as serious games or using gamification approaches, holds promising potential. To test the perception of students playing cooperative modern board games for the first time, we organized a one-day play session in a school environment, specifically in a classroom with the support of the students’ teachers. Over a period of six hours (three in the morning and three in the afternoon), a total of 25 high school students from the vocational multimedia area, comprising students of all genders, participated in the session. The students engaged in gameplay with a curated selection of four cooperative modern board games. The results indicate that the students enjoyed the game sessions and recognized the significance of collaboration, as well as the associated skills including communication, empathy, organization, focus, and complementary interactions. The experiment reinforces the suggestion that the used modern board games could be introduced during classes as engaging activities fit for learning and training.
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