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A multi-domain framework: A qualitative study evolving understanding of subject-matter in modelling educational games

机译:一个多域框架:在造型教育游戏中不断了解对象的定性研究

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It is widely agreed that the traditional process of schooling can benefit from the usage of computers as supportive tools. Various approaches using computers in education have become the most prominent over the last decade (i.e. e-learning, game-based learning systems, and edutainment). A constant challenge has been faced by the game developers to achieve an effectively modelled and designed educational game. This can allow game developers to understand the relationships between game play (rules and regulations), game environment, learning theories, and the subject-matter (learner's achievement to achieve the objective of subject content) embedded in the educational game. Thus, the authors have proposed a multi-domain framework to conceptualize the elements with extracted implicit relationships through a systematic literature review. These relationships are verified through qualitative interviews with eight (8) game-based learning experts to validate the relationships. This paper presents eleven (11) implicit relationships based on subject-matter domain and discusses their relevancy with game environment, learning theories, and game play by applying interpretive hermeneutic approach of qualitative study. Consequently, this paper concludes eleven (11) explicit relationships for game developers to reflect on during the modelling and conceptualizing educational games in the development process.
机译:人们普遍认为,传统的学校教育过程可以从计算机的使用中受益作为支持性工具。在过去十年中,使用教育中计算机的各种方法已成为最突出的(即电子学习,基于游戏的学习系统和edutainment)。游戏开发人员面临不断挑战,以实现有效的建模和设计的教育游戏。这可以让游戏开发者了解游戏(规章制度),游戏环境,学习理论,并嵌入到教育游戏的主题(学习者的成绩来达到目的的主题内容)之间的关系。因此,作者提出了一种多域框架来概念化通过系统文献综述提取隐式关系的元素。这些关系通过与八(8)个基于比赛的学习专家的定性访谈来验证,以验证关系。本文介绍了基于主题域的11(11)个隐含关系,并通过应用解释性的定性研究方法,讨论与游戏环境,学习理论和游戏的相关性。因此,本文总结了11(11)游戏开发商的明确关系,以期在发展过程中的建模和概念化教育游戏期间。

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