Tierschutz erLeben。设计“漫画自动机”创新学习

Jana Mariella Kalb, Ido Iurgel, Anabela Parente, Steffi Wiedemann
{"title":"Tierschutz erLeben。设计“漫画自动机”创新学习","authors":"Jana Mariella Kalb, Ido Iurgel, Anabela Parente, Steffi Wiedemann","doi":"10.34190/ecgbl.17.1.1623","DOIUrl":null,"url":null,"abstract":"Abstract: The ongoing German R&D project Tierschutz erLeben aims to improve the animal welfare learning experience, primarily for agricultural students. The knowledge domain is shaped by many interrelated facts, often about informed decision-making under specific circumstances and the possible consequences. Unsatisfactory frontal teaching prevails in the current praxis. In contrast, the abstraction level and the complexity are less demanding. 
 An interactive simulation close to reality is not necessarily a solution as it can be inefficient and incomplete, failing to cover all necessary facts. We are working on an innovative gamified approach based on the concept of interactive comics, which shall be more efficient than realistic simulations potentially encompassing all necessary facts. 
 In our sense, an interactive comic is a form of a simulation with a comic’s feel and look. We call it a Comic Automaton. As with every comic, our system presents only relevant story events, thus promoting efficiency. Textual descriptions, diagrams, and other means that help attain completeness are easily incorporated. A Comic Automaton is highly interactive. The immediate goal of the learner is to interactively and iteratively create a story about management in animal husbandry, where every decision is correct and substantiated. Accomplishing a complete, correct comic is an indicator of learning success and shall be an experience of fun and satisfaction. Decisions of the learner, including mistakes and lacuna of knowledge, will trigger automatic continuation of the comic. For example, a comic frame where the user decides not to feed enough milk to a calf will trigger an automatic new frame where the calf becomes weak and possibly even dies. 
 Especially in the field of animal husbandry, virtual exercises that might also have a bad outcome for the animals are very important. Without real animals coming to harm, important lessons can be learned from these mistakes. The details of the Comic Automaton are ongoing work. Two user-centred workshops were held so far to unfold further and test the ideas.","PeriodicalId":406917,"journal":{"name":"European Conference on Games Based Learning","volume":"38 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Tierschutz erLeben. Devising a “Comic Automaton” to Innovate Learning\",\"authors\":\"Jana Mariella Kalb, Ido Iurgel, Anabela Parente, Steffi Wiedemann\",\"doi\":\"10.34190/ecgbl.17.1.1623\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract: The ongoing German R&D project Tierschutz erLeben aims to improve the animal welfare learning experience, primarily for agricultural students. The knowledge domain is shaped by many interrelated facts, often about informed decision-making under specific circumstances and the possible consequences. Unsatisfactory frontal teaching prevails in the current praxis. In contrast, the abstraction level and the complexity are less demanding. 
 An interactive simulation close to reality is not necessarily a solution as it can be inefficient and incomplete, failing to cover all necessary facts. We are working on an innovative gamified approach based on the concept of interactive comics, which shall be more efficient than realistic simulations potentially encompassing all necessary facts. 
 In our sense, an interactive comic is a form of a simulation with a comic’s feel and look. We call it a Comic Automaton. As with every comic, our system presents only relevant story events, thus promoting efficiency. Textual descriptions, diagrams, and other means that help attain completeness are easily incorporated. A Comic Automaton is highly interactive. The immediate goal of the learner is to interactively and iteratively create a story about management in animal husbandry, where every decision is correct and substantiated. Accomplishing a complete, correct comic is an indicator of learning success and shall be an experience of fun and satisfaction. Decisions of the learner, including mistakes and lacuna of knowledge, will trigger automatic continuation of the comic. For example, a comic frame where the user decides not to feed enough milk to a calf will trigger an automatic new frame where the calf becomes weak and possibly even dies. 
 Especially in the field of animal husbandry, virtual exercises that might also have a bad outcome for the animals are very important. Without real animals coming to harm, important lessons can be learned from these mistakes. The details of the Comic Automaton are ongoing work. Two user-centred workshops were held so far to unfold further and test the ideas.\",\"PeriodicalId\":406917,\"journal\":{\"name\":\"European Conference on Games Based Learning\",\"volume\":\"38 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.17.1.1623\",\"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.17.1.1623","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

摘要:正在进行的德国研发项目Tierschutz erLeben旨在改善动物福利学习体验,主要针对农业学生。知识领域是由许多相互关联的事实形成的,通常是关于特定情况下的明智决策和可能的后果。正面教学不理想的现象在当前实践中普遍存在。相比之下,抽象级别和复杂性要求较低。& # x0D;接近现实的交互式模拟不一定是解决方案,因为它可能效率低下且不完整,无法涵盖所有必要的事实。我们正在研究一种基于互动漫画概念的创新游戏化方法,这将比包含所有必要事实的现实模拟更有效。& # x0D;在我们看来,互动漫画是一种具有漫画感觉和外观的模拟形式。我们称之为喜剧自动机。与每一部漫画一样,我们的系统只呈现相关的故事事件,从而提高了效率。文本描述、图表和其他有助于实现完整性的方法很容易合并。漫画自动机是高度互动的。学习者的直接目标是交互式和迭代地创建一个关于畜牧业管理的故事,其中每个决定都是正确和有根据的。完成一部完整、正确的漫画是学习成功的标志,应该是一种乐趣和满足感的体验。学习者的决定,包括错误和知识的缺失,都会触发漫画的自动延续。例如,在一个漫画框架中,如果用户决定不给小牛喂足够的牛奶,就会触发一个自动的新框架,在这个框架中小牛会变得虚弱,甚至可能死亡。& # x0D;特别是在畜牧业领域,虚拟练习也可能对动物产生不良影响,这一点非常重要。没有真正的动物受到伤害,我们可以从这些错误中学到重要的教训。漫画自动机的细节正在进行中。迄今为止举办了两次以用户为中心的讲习班,以进一步展开和测试这些想法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tierschutz erLeben. Devising a “Comic Automaton” to Innovate Learning
Abstract: The ongoing German R&D project Tierschutz erLeben aims to improve the animal welfare learning experience, primarily for agricultural students. The knowledge domain is shaped by many interrelated facts, often about informed decision-making under specific circumstances and the possible consequences. Unsatisfactory frontal teaching prevails in the current praxis. In contrast, the abstraction level and the complexity are less demanding. An interactive simulation close to reality is not necessarily a solution as it can be inefficient and incomplete, failing to cover all necessary facts. We are working on an innovative gamified approach based on the concept of interactive comics, which shall be more efficient than realistic simulations potentially encompassing all necessary facts. In our sense, an interactive comic is a form of a simulation with a comic’s feel and look. We call it a Comic Automaton. As with every comic, our system presents only relevant story events, thus promoting efficiency. Textual descriptions, diagrams, and other means that help attain completeness are easily incorporated. A Comic Automaton is highly interactive. The immediate goal of the learner is to interactively and iteratively create a story about management in animal husbandry, where every decision is correct and substantiated. Accomplishing a complete, correct comic is an indicator of learning success and shall be an experience of fun and satisfaction. Decisions of the learner, including mistakes and lacuna of knowledge, will trigger automatic continuation of the comic. For example, a comic frame where the user decides not to feed enough milk to a calf will trigger an automatic new frame where the calf becomes weak and possibly even dies. Especially in the field of animal husbandry, virtual exercises that might also have a bad outcome for the animals are very important. Without real animals coming to harm, important lessons can be learned from these mistakes. The details of the Comic Automaton are ongoing work. Two user-centred workshops were held so far to unfold further and test the ideas.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信