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首页> 外文期刊>The international journal of information and learning technology >Deconstructing Candy Crush: what instructional design can learn from game design
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Deconstructing Candy Crush: what instructional design can learn from game design

机译:解构糖果粉碎:教学设计可以从游戏设计

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摘要

Purpose - The purpose of this paper is to explore four general design features of King Digital Entertainment's game "Candy Crush Saga" - structural, social, cognitive, and emotional - that reflect the principles of Universal Design for Learning and discusses how these features can be applied to course design in order to motivate learner persistence and increase student success. Design/methodology/approach - Both authors are casual Candy Crush game players intrigued by how the game motivates users to continue. The methodology began with participant observation and expanded to "deconstruction" of game features and application of research findings in multiple disciplines to build the argument that game design strategies can be applied to course design to enhance learning outcomes. Findings - Many factors influence game play, but it is crucial for each level to provide increasing challenges that motivate increased mastery but do not frustrate a player to the point of quitting. Similarly, course design that provides the opportunity for learners to achieve a sense of "flow" through the opportunity to identify goals, meet challenges, and receive feedback may encourage them to persist even when they are working autonomously as in some online environments. Research limitations/implications - This paper is based on an analysis of the design of a single game and has not been formally tested on course design. Some suggestions may be easier to implement in courses than others. Practical implications - The paper offers 14 structural, three social, four cognitive, and six social design strategies that can be implemented in course design as a way to potentially enhance learner engagement and learning outcomes. Originality/value - No published research exists that connects game design and course design in this fashion.
机译:目的——本文的目的是探索四王数字的一般设计特征“糖果粉碎传奇”——娱乐的游戏结构、社会、认知和情感- - - - - -这反映了通用设计的原则对学习和讨论这些特性如何适用于课程设计以激励学习者持久性和增加学生的成功。设计/方法/方法——两位作者休闲糖果迷恋游戏玩家如何吸引住了游戏激发用户继续。与参与观察方法开始和扩大“解构”的游戏特性和研究成果在多个应用程序学科建设游戏的观点设计策略可以应用于课程设计提高学习成果。因素影响游戏,但它是至关重要的每一层提供越来越多的挑战,激发掌握但不增加挫折一个球员的辞职。同样,课程设计提供了学习者的机会来实现的“流”通过识别目标的机会,迎接挑战,并接收反馈鼓励他们坚持即使他们在一些网上自主工作环境。本文是基于分析设计一个游戏,并未经过正式测试在课程设计上。在课程实施。影响,本文提供了14的结构,三个社会,四个认知,和六个社会设计策略,可以实现课程设计作为一种潜在的增强学习者接触和学习的结果。创意/值-没有发表的研究连接游戏设计和课程设计这种方式。

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