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Beyond Educational Videogames to Educational Systems-That-Incorporate Videogames: A Case Study of a System for Learning about Energy

机译:超越教育电子游戏到教育系统 - 合并视频游戏:学习能源系统的案例研究

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摘要

A common goal for designers of educational videogames is to make learning fun. Unfortunately, the result is often a game that tries to combine the fun aspects of videogames with learning elements, but that is neither fun nor effective for learning. In this paper we present our discovery of an alternative approach—a system that combines both education and entertainment, but that separates them into different modules that are loosely-coupled. Entertainment motivates education through a reward mechanism, where performance in the education module yields tokens that can be redeemed for in-game assets in the entertainment module. We present a case study of our specific implementation of this system, and we discuss how it can be generalized to motivate the learning of any topic where performance can be measured. This research contributes to our understanding of designing cognitive artifacts, and to our understanding of designing educational systems as distributed services.
机译:教育性电子游戏设计师的共同目标是使学习变得有趣。不幸的是,结果往往是一款试图将视频游戏的有趣方面与学习元素结合在一起的游戏,但这种学习既无趣又无济于事。在本文中,我们介绍了一种替代方法的发现-一种结合了教育和娱乐的系统,但将其分为松散耦合的不同模块。娱乐通过奖励机制激励教育,在该机制中,教育模块中的性能会产生令牌,可以将其兑换为娱乐模块中的游戏内资产。我们将针对该系统的特定实现提供一个案例研究,并讨论如何将其概括化以激发学习任何可以衡量绩效的主题。这项研究有助于我们对设计认知工件的理解,以及对我们将教育系统设计为分布式服务的理解。

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