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Curriculum design factors for constructing serious educational game: A learning objective centric approach

机译:构建严重教育游戏的课程设计因素:学习客观以中心的方式

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Educators and trainers face similar challenges in teaching specialized, rapidly evolving knowledge that often requires quick and cost-effective updates, working towards increased student time-on-task, and encouraging broad, active participation. The pedagogical potential for serious educational games to enhance the learning experience is recognized; however the development of games remains time consuming, expensive, and requiring substantial expertise from educators, game developers, and software engineers. New approaches are needed to effectively support instructors and trainers, typically experts in educational content, and enable them to rapidly and inexpensively deploy customized games. This short paper highlights the challenging and complex research issues in developing SEGs from a learning objective centric perspective, emphasizing the importance of closely establishing a connection between in-game activities and intended learning outcomes. It then presents initial work on a semi-automated, interactive approach that addresses the issue of developing a complex educational game design infrastructure for instructors.
机译:教育工作者和培训师面临着教学专业,迅速不断发展的知识的相似挑战,通常需要快速且具有成本效益的更新,努力提高学生的任务时间,并鼓励广泛,积极参与。认可严肃的教育游戏的教学潜力,以提高学习经验;然而,游戏的发展仍然耗时,昂贵,并且需要教育工作者,游戏开发商和软件工程师的大量专业知识。需要新方法来有效地支持教师和培训师,通常是教育内容的专家,并使它们能够迅速且价格低廉地部署定制游戏。本篇短文从学习客观为中心的角度突出了开发SEG的挑战性和复杂性研究问题,强调了密切建立游戏内活动和预期学习成果之间的关系的重要性。然后,它提出了一个关于半自动的互动方法的初始化,解决了为教师开发复杂教育游戏设计基础设施的问题。

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