通过STEAM在线游戏社区的众包反馈改进严肃游戏

IF 6.4 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Christian Moro , Charlotte Phelps , James Birt
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引用次数: 6

摘要

随着教育工作者寻求提高学生参与度和积极性的方法,高等教育机构越来越多地将基于游戏的学习纳入其中。在游戏资源的开发过程中,教育工作者需要反馈来确保高质量的学习体验。在许多情况下,这些反馈通常是在课程结束时从学生那里收到的,并且通常是集中管理的。另一种获取反馈和玩家分析的方法便是利用全球数百万玩家。一款专为健康科学和医学课程开发的游戏《国王的要求:生理学和解剖学复习游戏》在Steam平台上免费发布。超过16000名Steam用户在12个月内参与了游戏,其中150人提供了书面评论。相比之下,100名一年级健康科学和医学专业的学生被要求在课堂上玩完游戏后对游戏进行评论,只有17人提供了书面反馈。在回顾反馈时,我们发现了小组间的相似之处,例如Steam社区玩家和课堂学生都要求更多问题和更长时间的游戏。然而,Steam社区强调了一些可以用于改进游戏的独特方面,例如完善激励系统的执行。由于在线游戏社区的规模远远大于任何高等院校的学生,因此其广泛的反馈可用于加速严肃游戏的设计和改进。这些丰富的反馈可以为教育工作者提供独特的见解,帮助他们改善教育中的游戏和学生的整体学习体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Improving serious games by crowdsourcing feedback from the STEAM online gaming community

The inclusion of game-based learning in tertiary institutions is increasing as educators seek ways to enhance student engagement and motivation. During the development process for gaming resources, educators need feedback to ensure a quality learning experience. In many cases this feedback is generally received from students at the end of the subject or course and is often regulated centrally. Another way of garnering feedback and capturing player analytics could be to capitalize on the millions of global gamers. A game developed for use in a Health Sciences and Medicine program, The King's Request: Physiology and Anatomy Revision Game, was made freely available on the Steam platform. Over 16,000 Steam users engaged with the game over 12 months, with 150 providing written reviews. In contrast, a cohort of 100 first-year health science and medical students were requested to review the game after playing in class, with only 17 providing written feedback. In reviewing feedback, similarities were found between the groups, such as where both Steam community players and in-class students requested more questions and a longer game. However, the Steam community highlighted several unique aspects which could be used to improve the game for learning, such as a refined implementation of the incentive system. As the online gaming community is far larger than students enrolled in any tertiary subject, its expansive feedback can be used to accelerate the design and refinement of serious games. This wealth of feedback could provide unique insights for educators wishing to improve the provision of games in education and the overall student learning experience.

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来源期刊
Internet and Higher Education
Internet and Higher Education EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
19.30
自引率
4.70%
发文量
30
审稿时长
40 days
期刊介绍: The Internet and Higher Education is a quarterly peer-reviewed journal focused on contemporary issues and future trends in online learning, teaching, and administration within post-secondary education. It welcomes contributions from diverse academic disciplines worldwide and provides a platform for theory papers, research studies, critical essays, editorials, reviews, case studies, and social commentary.
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