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Adventures in Evaluation: Reviewing a CD-ROM Based Adventure Game Designed for Young People Recovering from Psychosis

机译:评估中的历险记:复习为患有精神病的年轻人而设计的基于CD-ROM的历险游戏

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Recently the Centre for Program Evaluation (CPE) at the University of Melbourne was approached by a mental health agency to undertake the unique and challenging task of evaluating a prototype CD-ROM based adventure game designed for young people recovering from psychosis. This unsual and inventive game, titled Pogo's Pledge, used "edutainment" in the form a medieval fantasy quest to provide educational messages about psychosis for young people who are experiencing psychosis for the first time. To explore the potential educational effectiveness of the product, an innovative expert review was conducted using a range of multimedia professionals including gaming designers, multimedia, graphic/interface designers and multimedia educational designers together with first-episode psychosis experts and young people who had experienced psychosis. For the client who commissioned this evaluation interviews focusing on areas such as game induction, interface design, navigation, game play and quality of psycho-educational material revealed that a substantial redevelopment of the game would be needed for the CD-ROM to be an effective tool in helping young people recover from psychosis. For a broader audience the evaluation provides a fascinating case example of the utility of expert reviews when evaluating complex multimedia products, and offers a cautionary tale to designers of the hazards and pitfalls that can await well intended products than combine gaming and edu- cational information for young people.
机译:最近,心理健康机构要求墨尔本大学的计划评估中心(CPE)承担一项独特而富挑战性的任务,即评估旨在为从精神病中康复的年轻人设计的基于CD-ROM的冒险游戏原型。这款名为Pogo's Pledge的不寻常且具有创造力的游戏,以中世纪幻想的形式使用了“寓教于乐”,旨在为初次患有精神病的年轻人提供有关精神病的教育信息。为了探索产品的潜在教育效果,我们对创新的专家进行了审查,其中包括游戏设计师,多媒体,图形/界面设计师和多媒体教育设计师等众多多媒体专业人员,以及首发的精神病专家和经历过精神病的年轻人。对于委托进行此评估的客户,访谈集中在游戏诱导,界面设计,导航,游戏玩法和心理教育材料的质量等领域,他们透露,要使CD-ROM有效,就需要对游戏进行实质性的重新开发。帮助年轻人从精神病中康复的工具。对于更广泛的受众,该评估提供了评估复杂的多媒体产品时专家审阅实用性的引人入胜的案例,并为设计人员提供了警告性的故事,告诉他们危险的隐患可以等待精心设计的产品,而不是将游戏和教育信息相结合。年轻人。

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