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How Digital Strategy and Management Games Can Facilitate the Practice of Dynamic Decision-Making

机译:数字战略和管理游戏如何促进动态决策的实践

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This paper examines how digital strategy and management games that have been initially designed for entertainment can facilitate the practice of dynamic decision-making. Based on a comparative qualitative analysis of 17 games—organized into categories derived from a conceptual model of decision-making design—this article illustrates two ways in which these games may be useful in supporting the learning of dynamic decision-making in educational practice: (1) Players must take over the role of a decider and solve situations in which players must pursue different conflicting goals by making a continuous series of decisions on a variety of actions and measures; (2) three of the features of the games are considered to structure players’ practice of decision-making and foster processes of learning through the curation of possible decisions, the offering of lucid feedback and the modification of time. This article also highlights the games’ shortcomings, from an educational perspective, as players’ decisions are restricted by the numbers of choices they can make within the game, and certain choices are rewarded more than others. An educational application of the games must, therefore, entail a critical reflection of players’ limited choices inside a necessarily biased system.
机译:本文介绍了最初为娱乐设计的数字战略和管理游戏如何促进动态决策的实践。基于对17场比赛组织的比较定性分析,组织成来自决策设计概念模型的类别 - 本文说明了两种方式,这些游戏可能有助于支持教育实践中的动态决策的学习:( 1)球员必须接管德赖德的作用,并解决球员必须通过在各种行动和措施中制作连续的一系列决定来追求不同冲突的目标; (2)游戏的三个特征被认为是通过策划可能决定的决策和促进学习过程的三个特征,提供清晰的反馈和时间的修改。本文还强调了从教育角度来看的游戏“缺点,因为玩家的决定受到在游戏中可以制造的选择的限制,某些选择比其他选择更多。因此,游戏的教育应用必须在必然有偏置的系统内部对玩家有限选择的关键反映来说。

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