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The Design and Development of a Game-Based Approach to Entrepreneurship Education--Translating Entertainment Game Design Principles to Educational Games

机译:基于游戏的创业教育方法的设计与发展 - 将娱乐游戏设计原则翻译为教育游戏

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This paper describes the design and development process of a game-based training approach to entrepreneurship education. The game serves as part of a broader online training course which seeks to facilitate awareness of and engagement with dual-career development amongst amateur and professional athletes. Building on previously reported work around needs identification through focus groups and participatory design, this paper documents the processes and frameworks adopted to translate these concepts into a tangible game-based learning environment. In doing so, we reflect on the current state-of-the art in game-based learning design and its implications when considering the pragmatic constraints and compromises often associated with the development of immersive learning experiences. A core theme of this paper is the seeming divergence between entertainment game development principles, and those of serious games, which are identified and explored in this paper as principally occurring in terms of objectives, stakeholders, scaling, and iteration. Our discussion focuses on the consequences of this divergence, and common problems that arise. Conclusions and future work provide suggestions towards refining existing serious game design frameworks towards pragmatic and efficient development methods.
机译:本文介绍了基于比赛的创业教育培训方法的设计和开发过程。该游戏作为更广泛的在线培训课程的一部分,旨在促进对业余和专业运动员之间的双重职业发展的认识和参与。通过焦点小组和参与式设计,在先前报告的工作围绕需求识别,本文介绍了将这些概念转化为切实基于游戏的学习环境的流程和框架。在这样做时,我们在基于游戏的学习设计中反思目前的最先进的学习设计,并且在考虑务实的限制和妥协时,通常与沉浸式学习经历的发展相关的务实约束和妥协。本文的核心主题是娱乐游戏开发原则之间的似乎分歧和严重游戏之间的差异,在本文中确定和探索,主要在目标,利益攸关方,缩放和迭代方面进行。我们的讨论侧重于这种分歧的后果,以及出现的常见问题。结论和未来的工作提供了促进现有严重游戏设计框架的建议,以务实和高效的开发方法。

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