结构化简报:通过模拟游戏获得有意义的学习体验

IF 10.5 1区 教育学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Maria Freese , Heide K. Lukosch
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引用次数: 0

摘要

模拟游戏是一种模拟复杂问题的互动方法,允许学习者体验、探索和实验动态情况和过程。模拟游戏通常包括三个关键阶段——简报、游戏玩法和汇报。通常情况下,汇报被视为此类会议中最重要的部分。尽管简报应该与述职报告具有相似的意义,但在模拟游戏研究中,它仍然是一个未被充分代表和探索的阶段。在许多情况下,简报是引导者和学习者之间的第一个接触点,对学习经验和结果有影响。因此,理解如何执行有意义的简报来支持模拟游戏的目标是很重要的。但是,目前还没有就简报阶段达成商定的谅解。为了解决这个问题,我们进行了系统的文献综述,并分析了现有的简报方法。结果表明,模拟游戏会话中的简报阶段可以根据其结构和内容进行概念化,这与学习者和促进者都有关。此外,简报可以分为三个阶段:简报前、简报中和简报后。在简报的所有阶段,主持人都要为模拟游戏会议的成功承担大量的责任。最后,我们提出了一个新的简报框架,供游戏研究人员和从业者设计和评估简报活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Structured briefing: Towards meaningful learning experiences with simulation games
Simulation gaming is an interactive method to simulate complex problems, allowing learners to experience, explore, and experiment with dynamic situations and processes. Simulation gaming sessions usually consist of three key phases – briefing, gameplay, and debriefing. Often, debriefing is seen as the most important part of such a session. Even though the briefing is supposed to have a similar significance as the debriefing, it is still an underrepresented, and underexplored phase in simulation gaming research. The briefing is in many cases the first point of contact between the facilitator(s) and the learner(s), and has an influence on the learning experience and outcomes. It is therefore important to understand how to implement a meaningful briefing to support the objectives of a simulation game. However, an agreed understanding of the briefing phase does not yet exist. To address this problem, we conducted a systematic literature review and analysed existing briefing approaches. The results show that the briefing phase within a simulation gaming session can be conceptualized along its structure and content, related both to the learner(s) and the facilitator(s). Furthermore, briefing can be differentiated into three phases: pre-, main-, and post-briefing. At all phases of the briefing, the facilitator is given a significant amount of responsibility for the success of the simulation gaming session. As conclusion, we propose a new briefing framework to be used by gaming researchers and practitioners to design and evaluate briefing activities.
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来源期刊
Computers & Education
Computers & Education 工程技术-计算机:跨学科应用
CiteScore
27.10
自引率
5.80%
发文量
204
审稿时长
42 days
期刊介绍: Computers & Education seeks to advance understanding of how digital technology can improve education by publishing high-quality research that expands both theory and practice. The journal welcomes research papers exploring the pedagogical applications of digital technology, with a focus broad enough to appeal to the wider education community.
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