将设计研究应用于跨学科合作:来自游戏化过程的经验

Younjung Choi, Cornelis Willem Klok, Sharif Khaleghparast, Swapnil Shekhar
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引用次数: 0

摘要

本研究探讨了如何运用设计科学研究(DSR)框架促进游戏开发领域的跨学科合作。采用Peffers et al(2014)提出的DSR框架,整合跨学科研究团队的知识和经验,开发一个游戏,将能源社区的投资决策过程游戏化。本文采用的框架包括五个阶段:问题识别、解决方案目标定义、人工制品设计和开发、演示和评估。框架的迭代过程允许在结果和相关的工件以及持续的研究人员合作方面逐步但增量的改进。由此产生的互动面对面游戏要求参与者(或他们的团队)在考虑信息不对称、投资回报不确定、时间限制等因素的同时,在社区中应对复杂的决策过程。这款游戏进行了两次实例化,能够有效地吸引玩家。此外,赛后评估显示,玩家获得了关于能源社区的学习。参与者对游戏的理解是逐渐形成的,他们在游戏的后几轮中才投入其中。从这两个实例中出现了三种不同的投资策略(多样化,专注于集中期权,或专注于分散期权)。参与者更倾向于保持一种策略,而不是根据情况做出反应。这种游戏化经验,虽然适用于这一特定的研究背景,但表明DSR框架可以成功地应用于促进跨学科合作,因为它们允许更灵活和迭代的知识交流。游戏后评估有助于确定进一步改进的途径,例如专注于输出的增量迭代开发,扩大游戏的灵活性和可见性,让更平衡的研究团队参与进来等等。本研究的贡献在于通过整合DSR框架扩展了跨学科协作的论述,并展示了基于游戏的学习在终端用户应用之外的应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Applying design research for cross-disciplinary collaboration: Experiences from a gamification process
This study explores applying design science research (DSR) frameworks to facilitate cross-disciplinary collaboration towards game development. It uses a DSR framework proposed by Peffers et al (2014) to integrate the knowledge and experiences of a cross-disciplinary research team and develop a game which gamifies the investment decision-making process of energy communities. The framework employed for this paper constituted five phases around problem identification, definition of solution objectives, artefact design and development, demonstration and evaluation. The iterative process of the framework allowed for gradual but incremental improvement in the outcome and the associated artefacts and sustained researcher collaboration. The resultant interactive in-person game required the participants (or their teams) to navigate through the complexities of the decision-making process in a community while considering factors such as information asymmetry, uncertain return on investments, time constraints, etc. The game was instantiated twice and was able to engage players effectively. Moreover, the post-game evaluation indicated that the players acquired learning about energy communities. The participants developed an understanding of the game only gradually and their engagement in the later rounds of the game. Three distinct investment strategies emerged from the two instantiations (diversification, focus on centralised options, or focus on decentralised options). The participants preferred to maintain a strategy rather than reacting situationally. This gamification experience, albeit applicable to this specific research context, shows that DSR frameworks can be successfully applied to facilitate cross-disciplinary collaboration because they allow for more flexible and iterative knowledge exchange. The post-game evaluation helped identify avenues for further improvements, such as focusing on incremental-iterative development of the output, expanding the flexibility and visibility of the game, involving a more balanced research team, etc. The contribution of this study lies in extending the discourse on cross-disciplinary collaboration by incorporating DSR frameworks and demonstrating the application of game-based learning beyond end-user application.
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