Kuxtal:高等教育设计专业学生通过Megagames的学习动机

Edgar Ludert, Elsa Catalina Olivas Castellanos, Leticia Isabel Ramírez-Cavazos
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摘要

Megagames是不同游戏资源的迷人组合。它们包括角色扮演、社会联系、模拟、规则、经济、政治、决策等,这些都融合成沉浸式叙事,所有这些都是体验式学习的基本应用。它们的持续时间从一天到一个月不等,它们具有协作性,可以让多名玩家同时玩。在教育方面,个人之间的合作是一种不可或缺的能力,必须在学术团体中培养。在游戏动态过程中,多种体验、事件和行动被激活,增强了学生的好奇心和情感,进而影响他们在学习过程中的动机。邪恶的问题是不确定的问题,抗拒改变,具有社会和文化背景,涉及几个利益相关者,总体上是复杂的解决方案。在本文中,我们探讨了1)使用megagames作为一个组件来激励位于墨西哥西北部索诺拉州蒙特雷理工学院设计学位第四学期的高等教育(HE)学生的学习。我们还分析了大型游戏《Kuxtal》是否在学生中引发了研究和行动。这款游戏旨在通过理解所有生物都面临的水资源短缺、污染和管理不善等恶劣问题,来促进学生的学习。在这项定性研究中,我们使用Jones(2021)用户指南来评估MUSIC动机模型的组成部分,以理解授权、有用性、成功、兴趣和关怀。通过在课堂上加入megagames,教育者能够促进学生的动机和学生参与研究方法,同时在他们的日常生活中采取改变世界的小行动。本文旨在推广megagames作为一种教育资源在设计、建筑和传播等高等教育创意领域的优势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Kuxtal: Student Motivation Through Megagames in Higher Education Design Students
Megagames are an engaging combination of different game resources. They involve role-play, social connection, simulations, rules, economics, politics, decision making among others that are merged into an immersive narrative, all of which are essential applications of experiential learning. They can last from one day up to one month, they are known to be collaborative and can be played by several players at the same time. In education, collaboration between individuals is an integral competence that has to be nurtured among the academic community. During the game dynamics, multiple experiences, events, and actions are activated that enhance curiosity and emotions among students which, in turn, impact their motivation in the learning process. Wicked problems are undetermined problems that are resistant to change, possess a social and cultural context, several stakeholders are involved and overall are complex to solve. In this paper we explore 1) the use of megagames as a component to motivate student-learning of Higher Education (HE) students of the fourth semester of a degree in Design at the Tecnologico de Monterrey institution, located in the northwestern region of Mexico in the State of Sonora. We also 2) analyzed if research and action was triggered among students through the megagame, Kuxtal. The megagame, aims to promote student-learning through understanding wicked problems: that all living beings face in regards to water: its scarcity, its pollution and its mismanagement. In this qualitative study, we used Jones (2021) user guide for assessing components of the MUSIC model of motivation to understand empowerment, usefulness, success, interest, and caring. With the incorporation of megagames in the classroom, educators were able to promote student motivation and students engaged in research methodology, all while adopting small world-changing actions in their everyday lives. This paper aims to promote the advantages of using megagames as an educational resource in Higher Education creative fields such as Design, Architecture and Communication.
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