通过数字游戏式学习设计和开发燃料电池学习课程,提高人们对低碳排放的认识

Nur Fadhilah Abdul Jalil, U. A. Hasran, Siti Fadzilah Mat Noor, Muhammad Helmi Norman
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引用次数: 0

摘要

燃料电池技术是最有前途的可持续能源之一,有助于减少碳排放,目前正在向公众广泛推广。考虑到这一点,我们创建了基于数字游戏的学习(DGBL),以教育公众了解燃料电池,重点是中学生等年轻一代。本文讨论了设计和开发阶段,在此期间,教学设计和游戏元素被整合到燃料电池 DGBL 原型的制作中。在设计阶段,由五个小组的专家对学习内容进行审查,以确保其有效性。接下来,对开发的燃料电池 DGBL 原型进行了两次测试:一次是内部小组测试,另一次是重点小组测试,其中包括来自所选中学的五名 14 岁学生。在测试过程中,使用了三种不同的方法来收集数据:书面调查、面对面访谈和观察。测试结果提供了有用的信息,可用于提高游戏的功效和可玩性。因此,任何新手设计者或实践者在开发有效的 DGBL 时,都可以从这些研究结果的有益建议中获益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and Development of Fuel Cell Learning through Digital Game-Based Learning to Raise Awareness of Low Carbon Emissions
Fuel cell technology is currently being widely promoted to the general public as one of the most promising sustainable energy sources that can contribute to reducing carbon emissions. Considering this, digital game-based learning (DGBL) was created to educate the general public about fuel cells, with a focus on the younger generation such as secondary school students. This paper discusses the design and development phases, during which instructional design and game elements are integrated into producing a fuel cell DGBL prototype. Five-panel experts examine the learning content to make sure it is valid in the design phase. Next, two testing cycles were conducted on the developed fuel cell DGBL prototype: one internal group test and one focused group test including five 14-year-old students from a chosen secondary school. During the testing, three different approaches to collecting data were used: written surveys, in-person interviews, and observation. The outcome presents useful information that may be applied to enhance the game's efficacy and playability. Therefore, any novice designer or practitioner can benefit from these findings' helpful advice while developing an effective DGBL.
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