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Interdisciplinarity in the construction of a videogame as an intervention tool in school conflict

机译:构建电子游戏作为学校冲突干预工具的跨学科性

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The objective of this work was the creation of a video game as a tool for prevention and intervention against school conflicts for children from ages 9 to 12. A team of professionals in psychology, education, computer science, art, and music achieved the construction of an innovative product, which, through the use of multimedia, presents an adventure story that confronts players with ethical dilemmas. As the user advances in the game, their actions delimit a gamer profile, associated with specific characteristics of each stage of human moral/social and cognitive development. Historically, games have a fundamental role in the development of children, involved in the structuring of thought and language, and in the transmission of social norms and values in all cultures [1]. In post-industrial societies, computer technologies have granted the creation of games on virtual platforms, which have resulted in a highly motivating context for children and adolescents to consolidate academic knowledge, skills and attitudes [2]. Despite extended studies on the uses and benefits of video games in learning, the process of building an educational video game is not sufficiently represented in the scientific literature. The contribution of computer science in technological programming, art in the design of interfaces, music for the setting of the narrative, as well as the social sciences to propose learning objectives and challenges according to the psychosocial development of the younger players are all fundamental aspects of a successful video game design. In the present work, computer science covered the programming determinant for the compatibility of the game with different devices (cellphone, computer, tablet), as well as the technical appreciations to be taken into account within the graphic style, in coherence with the type of platform (2D), and the Unity 3D engine editor. The artistic design (color palette, language of shapes) imprinted the visual style of the game, the identity of the characters, the reward props, typography, and other various aspects of illustrations. The composition of eight musical pieces allowed to connect the visual environment of the game with the moods and the psychological state of mind of the characters, and of those situations in which they were involved, expressing tension and danger, or joy and triumph. Psychology and education were central in the proposal of situations that favored empathetic reasoning, perspective-taking, prosocial behavior, development of deductive and inferential logical reasoning, problem-solving strategies, and self-regulation of behavior [3]. The result of this collaborative work was a platform video game, rated E10+, for educational, preventive, and diagnostic purposes. The story takes place in a fairy world where the characters (witch, dragon, hunter, gnomes, and vampires) are immersed in a problem that denotes difficulty in their interpersonal relations. The player assumes the role of an Elf who, as he/she explores the forest, becomes involved in the conflicts of the other inhabitants. Throughout the decisions made by the player, the system characterizes the cognitive-ethical profile of the player. This characterization is made based on player decisions regarding the way they use weapons, how they relate to the characters and game rules, and whether they reach the goals of the game. The developed game offers a tool for school counselors and teachers for tailoring specific intervention plans for students and how they think of and approach conflicts with other. Such work would have been impossible to achieve from a single area of knowledge; the collaborative production scheme allowed for the creation of a concrete product that contributes to the social development of a community.
机译:这项工作的目标是为9至12岁的儿童制作一款视频游戏,作为预防和干预学校冲突的工具。一个由心理学、教育学、计算机科学、艺术和音乐专业人士组成的团队完成了一个创新产品的构建,该产品通过使用多媒体呈现了一个冒险故事,让玩家面临道德困境。随着用户在游戏中的进步,他们的行为界定了玩家的特征,与人类道德/社会和认知发展的每个阶段的特定特征相关联。从历史上看,游戏在儿童的发展、思维和语言的构建以及社会规范和价值观在所有文化中的传播中起着基础性作用[1]。在后工业社会,计算机技术允许在虚拟平台上创建游戏,这为儿童和青少年巩固学术知识、技能和态度创造了一个高度激励的环境[2]。尽管对电子游戏在学习中的用途和益处进行了广泛的研究,但在科学文献中,构建教育电子游戏的过程并没有得到充分的体现。计算机科学在技术编程中的贡献、界面设计中的艺术、叙事设置中的音乐,以及根据年轻玩家的心理社会发展提出学习目标和挑战的社会科学,都是成功的电子游戏设计的基本方面。在目前的工作中,计算机科学涵盖了游戏与不同设备(手机、电脑、平板电脑)兼容性的编程决定因素,以及与平台类型(2D)和Unity 3D引擎编辑器一致的图形风格中需要考虑的技术欣赏。艺术设计(调色板、形状语言)影响了游戏的视觉风格、角色身份、奖励道具、排版和插图的其他各个方面。八首乐曲的组合使游戏的视觉环境与角色的情绪和心理状态以及他们所处的环境相联系,表达紧张和危险,或欢乐和胜利。心理学和教育在提出有利于移情推理、视角选择、亲社会行为、演绎和推理逻辑推理的发展、问题解决策略和行为自我调节的情境中起着核心作用[3]。这项合作工作的结果是一款平台视频游戏,评级为E10+,用于教育、预防和诊断目的。故事发生在一个童话世界里,故事中的人物(女巫、龙、猎人、侏儒和吸血鬼)陷入了一个表明人际关系困难的问题。玩家扮演一个精灵,当他/她探索森林时,他/她卷入了其他居民的冲突。在玩家做出的所有决定中,该系统都体现了玩家的认知伦理特征。这种角色化是基于玩家对他们使用武器的方式、他们与角色和游戏规则的关系,以及他们是否达到游戏目标的决定。开发的游戏为学校辅导员和教师提供了一个工具,为学生定制具体的干预计划,以及他们如何看待和处理与他人的冲突。这样的工作从单一的知识领域是不可能实现的;合作生产计划允许创造一种有助于社区社会发展的具体产品。

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