收集硬币:针对成人学习者的平台游戏机制的有效性测试

Danielle Oprean, Hillary Gould, Nathan Riedel, Soren Larsen
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摘要

近年来,用于成人学习的数字严肃游戏已成为研究的重要主题,但用于学习的平台游戏仍未得到充分开发。尽管如此,许多成年人仍将平台游戏视为娱乐,这就提出了一个问题:是什么原因让平台游戏在成人教育学习游戏中显得不那么突出?平台游戏通常侧重于收集和竞赛等简单机制,这些机制适合低阶学习,但需要更多努力才能适应高阶学习。为了解决这一问题,我们迅速设计并开发了一款名为《Biomes Rescue》的2D平台游戏原型,并将其用于大型普通教育本科地理课程中。这款游戏的主角是一个印第安纳琼斯式的角色,他通过评估收集到的物品来收集和排列不同的生物群落。问题随之而来的是类似粘液的生物:代表污染的敌人已经影响了地球的生物群落。三个生物群落被敌人拆散了,玩家必须通过批判性地思考每个生物群落的特征来拯救这四个生物群落。在过去的三年里,我们积极地测试和调整了《Biomes Rescue》,并将此案例集中在最新的执行上,即解决了游戏机制与高阶学习的一致性,以及将androogy的Knowles原则与基于游戏的学习相结合。我们假设参与者会对以灵巧为中心的机制有一种不平衡的看法,这种机制更多地与乐趣而不是学习联系在一起。我们的混合方法探索性研究旨在通过使用测验分数(一种新添加的测量方法)和李克特量表(Likert scale)对乐趣进行开放式反馈,从学习者的角度了解哪些机制与乐趣和学习有关。数据分析包括主题分析和测验成绩的组间差异。这一研究对成人学习者设计平台游戏具有启示意义,因为他们了解游戏机制应用的差异,从而参与批判性思维。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Collect that Coin: Efficacy Testing of Platformer Game Mechanics with Adult Learners
Digital serious games for adult learning have become a more prominent topic for research in recent years, yet platformer genre games for learning remain underexplored. Despite this, many adults enjoy platformer games for entertainment which presents the question of what about platformer games makes them less prominent in adult education learning games. Platformer games often focus on simple mechanics such as collecting and race to the finish which map well to lower-order learning but require more effort to map to higher-order learning. To address this case, we rapidly designed and developed a 2D platforming game prototype called Biomes Rescue for use in a large general-education undergraduate Geography course. The game follows an Indiana Jones-style character who collects and aligns items to different biomes by evaluating items collected. The problem follows the slime-like creatures: the enemy representing pollution that has impacted Earth’s biomes. Three biomes have been disassembled by the enemies and the player must rescue all four biomes by critically thinking about the characteristics of each. We actively tested and adjusted Biomes Rescue over the last three years and focus this case on the latest implementation, which addresses the alignment of game mechanics to higher-order learning and Knowles principles of Andragogy combined with games-based learning. We hypothesized participants would have an unbalanced view of the dexterity-centered mechanics tied to fun more so than learning. Our mixed-methods exploratory study aims to understand what mechanics connect to fun and to learning from the learner’s perspective using a quiz score - a newly added measure, and Likert scale ratings on Enjoyment with open-ended feedback. Data analysis consisted of thematic analysis and group differences on the quiz scores. This study holds implications for designing platformers for adult learners with an understanding of the differences in game mechanics application for engaging critical thinking.
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