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Cheating in virtual worlds: transgressive designs for learning

机译:在虚拟世界中作弊:用于学习的过时设计

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Purpose – This paper aims to present and discuss cheat sites and cheating practices associated with Whyville.net, a virtual world with over 1.7 million registered players aged eight to 16 that includes game and science activities. The goal is to examine how the development of cheats can present learning opportunities for players and designers alike. Design/methodology/approach – The types of cheats were categorized and science content examined in hundreds of cheat sites created for Whyville. The work of a cheat site designer in developing a cheat together with other Whyville players was observed. Findings – It was found that a great variety of cheats are available in educational worlds and that science games that require more than one simple answer also require the development of more sophisticated cheats. Originality/value – Cheating is a transgressive practice widely accepted in gaming but mostly condemned in schooling. The features of cheating and its associated practices allow us to consider transgressive designs for learning in virtual worlds that offer opportunities for youth to participate in creative and critical media production, to engage in science inquiry, and to raise ethical issues.
机译:目的–本文旨在介绍和讨论与Whyville.net相关的作弊网站和作弊行为,Whyville.net是一个虚拟世界,拥有超过170万名8至16岁的注册玩家,其中包括游戏和科学活动。目的是研究作弊的发展如何为玩家和设计师提供学习机会。设计/方法/方法–对作弊类型进行了分类,并在为Whyville创建的数百个作弊站点中检查了科学内容。有人观察了作弊站点设计师与其他Whyville玩家一起开发作弊行为的过程。发现–发现教育世界中存在多种作弊手段,而需要多个简单答案的科学游戏也需要开发更复杂的作弊手段。原创性/价值–作弊是一种在游戏中被广泛接受但在学校教育中受到谴责的违法行为。作弊及其相关行为的特征使我们能够考虑在虚拟世界中学习的过时设计,这些设计为年轻人提供了参与创造性和重要媒体制作,参与科学探究以及提出道德问题的机会。

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