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Phone, Email and Video Interactions with Characters in an Epidemiology Game: Towards Authenticity

机译:流行病学游戏中与角色的电话,电子邮件和视频交互:迈向真实性

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A key concern in game-based learning is the level of authenticity that the game requires in order to have an accurate match of what the learners can expect in the real world with what they need to learn. In this paper, we show how four challenges to the designer of authentic games have been addressed in a game for an undergraduate course in a medical school. We focus in particular on the system of interaction with different characters of the game, namely, the patients and a number of professionals. Students use their personal phone and email application, as well as various web sites. First, we analyze the authenticity of the game through four attributes, authenticity of the character, of the content of the feedback, of the mode and channel of communication and of the constraints. Second, the perceived authenticity (by students) is analyzed. The later is threefold and defined by an external authenticity (perceived likeness with a real life reference), an internal authenticity (perceived internal coherence of the proposed situations) and a didactical authenticity (perceived relevance with respect to learning goals).
机译:基于游戏的学习中的一个关键问题是游戏所需的真实性水平,以使学习者在现实世界中可以期望的东西与他们需要学习的东西精确匹配。在本文中,我们展示了在医学院的本科课程中,如何解决真实游戏设计师面临的四个挑战。我们特别关注与游戏的不同角色(即患者和许多专业人士)进行互动的系统。学生使用他们的个人电话和电子邮件应用程序以及各种网站。首先,我们通过四个属性来分析游戏的真实性:角色的真实性,反馈的内容,沟通的方式和渠道以及约束。其次,分析(学生)感知的真实性。后者是三方面的,由外部真实性(与现实生活中的参照感相似),内部真实性(对拟议情况的内部一致性感知)和教学真实性(与学习目标相关性)定义。

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