F. Ahmadon, Muhammad Zikri Selahuddeen, Elin Eliana Abdul Rahim, Hazlifah Mohd Rusli
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引用次数: 0
摘要
事实证明,在游戏式学习过程中,学生的注意力会更加集中,从而提高学生的学习水平。此外,如果儿童的学习风格或学习目标与适当的游戏类型相匹配,学生的学业成功率也会提高。本文介绍了如何开发一款与 "赛车 "游戏类型相匹配的学习血液循环的数字游戏。本课的目标是让学生了解血液是如何流动的,因此选择了与本课内容相匹配的赛车游戏类型。赛道、赛道、赛车和障碍物等赛车游戏资产被映射到教学设计中,如简化的血液回路、血液流向、血细胞和胆固醇块。游戏中插入了多种提示,以帮助玩家回忆内容。赛车游戏中常见的挑战,如时间限制、能量表和障碍,都是根据血液循环的主题量身定制的。我们使用系统可用性量表(SUS)进行了可用性测试,以衡量这款游戏的易用性。五名 15 岁的参与者在马六甲的一所中学参加了测试。参与者是通过方便抽样的方式选出的,他们都没有玩过这款游戏。测试结果显示,参与者的 SUS 标准分为 78 分,根据 SUS 分值图,在形容词评级中属于 "良好"。
Matching Game Genre with Lesson Content – A Development of Blood Circulation Racing Game
It has been demonstrated that students pay more attention during game-based learning, which in turn leads to greater levels of learning among students. In addition, the success of students in their academic endeavours is increased when the learning styles or learning objectives of the children are matched with the appropriate game type. This paper describes the development of a digital game for learning blood circulation that maps to a ‘racing’ game genre. The lesson’s objective was for the students to be able to understand how blood flows, and a racing game genre was chosen to match the lesson content. Racing game assets such as racetrack, race path, race car, and obstacles are mapped to lesson-embedded designs such as simplified blood circuit, blood direction, blood cells, and cholesterol lumps. Multiple cues are inserted into the game to help players with content recollections. Common challenges for racing games, such as time limits, energy meters, and obstacles, are tailored to the theme of blood circulation. Usability testing was conducted to measure the ease of use of this game using System Usability Scale (SUS). Five fifteen-year-old participants took part in the testing at a secondary school in Melaka. Participants were chosen using convenience sampling, and none of the participants had ever played the game before. A SUS standard score of 78 was obtained, which is considered 'Good' under the Adjective Ratings when measured against the SUS Score Graph.