促进重构的严肃游戏设计指南

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH
Lanlan Gao, Rupert R. Ward, Carlo Fabricatore
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引用次数: 1

摘要

背景重新定义可以被认为代表社会学习中的个人和集体双重价值观。当提倡重新构建时,有利于在内部和外部正规教育中产生涉及集体探究的学习过程。数字游戏作为一种年轻一代的应用程序很受欢迎,被认为是一个通过玩游戏进行社会学习的特定社区。严肃游戏(SG)是一种涉及教育目的的数字游戏。因此,SG被选为促进重构的合适教育策略。之前的研究调查了与重构相关的游戏体验的特征。这项研究在这些游戏功能的基础上进一步发展,以检验它们是否/如何提高重构能力。从教育的角度来看,研究结果提出了具体的指导方针,以帮助严肃的游戏设计和应用游戏功能,增强重新构建的游戏体验。方法。专家评估被用来评估指导方针。七位具有游戏设计和教学经验的专家被选中审查设计的指导方针。这些专家被要求使用5分的Likert量表对指南进行评分。所有专家都对这一发现给予了积极的反馈。后果通过内容有效性指数对研究数据进行分析和验证。结果显示,总共保留并更新了5项准则。结论这些指南可用于帮助学生、游戏设计师、相关教育工作者和研究人员使用游戏来促进重构或需要证据将游戏功能与社交学习联系起来。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Guidelines of Serious Game Design for Promoting Reframing
Background. Reframing could be considered to represent individual and collective twofold values in social learning. When reframing is promoted, it benefits to generate learning processes involving collective inquiry occurring in inter and outer formal education. Digital games, popular as an application for the young generation, are considered a specific community in which social learning occurs by playing games. Serious games (SG) are a type of digital game involving educational purposes. Hence SG is selected as a suitable educational strategy to promote reframing. The previous research investigated features of a gameplay experience associated with reframing. This study develops further based on these game features to examine if/how they improved reframing capabilities. From an educational perspective, specific guidelines were proposed as the research findings to assist serious games in designing and applying game features to enhance the gameplay experience of reframing. Methods. An expert evaluation was used to assess the guidelines. The seven experts with experience in game design and teaching were chosen to review the designed guidelines. These experts were required to rate the guidelines using a 5-point Likert scale. All experts offered positive feedback on the finding. Results. Research data were analysed and validated via the Content Validity Index. The results showed that a total of 5 guidelines was remained and updated. Conclusion. These guidelines can be applied to assist students, game designers, related educators, and researchers who use games to promote reframing or require evidence to link game features with social learning.
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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