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Panic in the gallery: An online educational game for art history: Design and evaluation of a matching game

机译:画廊恐慌:关于艺术史的在线教育游戏:匹配游戏的设计和评估

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With the evolution of technology, social media and mobile devices, digital games have become a frequent form of entertainment for many people. As games can provide a fun environment, where students can actively learn content through actions and decisions, there are high hopes that game-based learning can be used both in and outside the classroom and yield positive learning outcomes. The aim of this study is to evaluate the effectiveness and enjoyment of a game created for art history learning, on adults of various ages, with a different art history background and game experience and to hopefully help educational game creators get closer to a balance between fun and learning.
机译:随着技术,社交媒体和移动设备的发展,数字游戏已成为许多人的一种常见娱乐方式。由于游戏可以提供一个有趣的环境,使学生可以通过行动和决策积极地学习内容,因此人们寄希望于可以在课堂内外使用基于游戏的学习,并产生积极的学习成果。这项研究的目的是评估具有不同艺术史背景和游戏经验的,针对不同年龄段成年人的艺术史学习游戏的有效性和娱乐性,并希望帮助教育游戏创作者在娱乐性之间取得平衡。和学习。

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