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The Structural Playability Process (SPP) -An Effective Design Process for Educational Computer Games

机译:结构性可玩性过程(SPP)-教育计算机游戏的有效设计过程

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摘要

How to best develop educational computer games is an open question and an active area of research. It is clear that computer games are able to instill the desire for players to rise to challenges, learn new and complex skills, and most of all to be entertained. Researchers are now trying to identify the underlyingmotivational nature of computer gameplay to harness it for teaching and learning.This research explores the world of educational game design and development within the field of Serious Games, and presents the Structural Playability Process (SPP) for educational game design andimplementation. Serious Games are games designed for a primary purpose other than pure entertainment.The development of the Structural Playability Process was undertaken through the design and production of two serious games; GeoThermal World, which provides a virtual geothermal field‐trip experience; and Ora – Save the Forest!, a simulation‐driven game for pest management in New Zealand forests. Using these games as case studies we describe the four SPP spaces of; education, translation,design, and engine, in support of research into the delivery of effective game design methods that facilitate engagement with educational topics.The main contributions of this research are in the development of a new, generalisable model of educational game design combined with a practical method for implementing the design into a game engine. The results infer that the SPP approach provides a means for ‘designing‐in’ conditions that can support motivation through ‘gameflow’ mapping, and provide support for the impact of serious games on learning; the games designed with the new model increased learning gains post‐play and supported knowledge retention. Finally, this research contributes empirical evidence to the field, as the SPP allows for the measurement of learning outcomes which are tracked throughout the design and development process.
机译:如何最好地开发教育性计算机游戏是一个悬而未决的问题,也是一个活跃的研究领域。显然,计算机游戏能够激发玩家挑战的欲望,学习新的和复杂的技能,并且最重要的是要娱乐。研究人员现在正在尝试确定计算机游戏玩法的潜在动机性质,以将其用于教学和学习。本研究探索了严肃游戏领域内教育游戏设计和开发的世界,并提出了教育游戏的结构可玩性过程(SPP)设计和实现。严肃游戏是为纯粹娱乐以外的主要目的而设计的游戏。结构性可玩性过程的开发是通过设计和生产两个严肃游戏来进行的。地热世界,提供虚拟的地热实地考察体验;和Ora – Save the Forest !,这是一个模拟驱动的新西兰森林有害生物管理游戏。使用这些游戏作为案例研究,我们描述了四个SPP空间。教育,翻译,设计和引擎,以支持对有效的游戏设计方法的交付进行研究,以促进与教育主题的互动。这项研究的主要贡献在于开发了一种新的,可推广的教育游戏设计模型,并结合一种将设计实现到游戏引擎中的实用方法。结果表明,SPP方法为“设计”条件提供了一种手段,可以通过“游戏流程”映射来支持动机,并为严肃的游戏对学习的影响提供支持;使用新模型设计的游戏增加了赛后学习并支持了知识保留。最后,这项研究为该领域提供了经验证据,因为SPP可以衡量在设计和开发过程中一直跟踪的学习成果。

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    Bradshaw Hazel;

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  • 年度 2014
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