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In the eye of the beholder: promoting learner-centric design to develop mobile games for learning

机译:在旁观者眼中:促进以学习者为中心的设计,以开发用于学习的手机游戏

摘要

Out of the project EMuRgency a game-based learning environment evolved, which trains school children in providing reanimation and cardiopulmonary resuscitation (CPR). The application gets players to act as if they were in a real case of emergency. This paper reports on a formal usability study conducted with two different groups of learners, regular learners and learners with special educational needs (SEN). With the study we compared the two groups of learners with regard to game usability and effectiveness of the intervention. Our intention was to better understand the different needs and requirements to learning materials that game designer need to take into consideration in order to make the learning experience successful for both groups. A total of 89 children played the game simulation. Results showed differences in perception and effectiveness of individual mechanisms for the two groups with regard to usability or switching between tasks and mobile device.
机译:通过项目EMuRgency,开发了一种基于游戏的学习环境,该环境对在校儿童进行复活和心肺复苏(CPR)的培训。该应用程序使玩家能够像在真正的紧急情况下那样行动。本文报告了一项正式的可用性研究,该研究是由两组不同的学习者,常规学习者和有特殊教育需要的学习者(SEN)进行的。通过这项研究,我们将两组学习者的游戏可用性和干预效果进行了比较。我们的目的是更好地理解游戏设计师需要考虑的学习材料的不同需求和要求,以使这两个群体的学习经验取得成功。共有89个孩子玩了游戏模拟。结果显示,在可用性或任务与移动设备之间的切换方面,两组个体机制的感知和有效性存在差异。

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