A task annotation model for Sandbox Serious Games

F. Bellotti, Riccardo Berta, A. D. Gloria, L. Primavera
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引用次数: 17

Abstract

SGs represent a great potential for education since they can join an instructional value with the appealing language of digital natives. Searching for methodologies to support effective authoring of Serious Games (SGs), we have abstracted a model consisting of a 3D geo-referenced Virtual World (VW) where knowledge is implemented also through tasks that are disseminated across the environment. The model is designed to support authors to focus on defining the tasks' content and annotation (e.g. relevance to various topics, difficulty, position in the VW, typology of supported learning styles, interrelation with other tasks and events, etc.), without being asked to do game scripting, which typically involves hardcoding events, actions, locations and contents of a specific game. Task annotation allows reusing tasks also in different games. Moreover, different game designers can exploit repositories of tasks and build educational games specifying a VW, and its missions as sequences of tasks that meet learning strategy criteria that can be expressed through the proposed framework. This model opens new perspectives to pedagogical experts and game designers to develop runtime game engines able to provide players with adaptive contents. The paper presents the user, task and learning strategy models in detail and an example of application.
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沙盒严肃游戏的任务注释模型
SGs代表着教育的巨大潜力,因为它们可以将教学价值与数字原住民的吸引人的语言结合起来。为了寻找支持严肃游戏(SGs)有效创作的方法,我们抽象了一个由3D地理参考虚拟世界(VW)组成的模型,在这个模型中,知识也通过在整个环境中传播的任务来实现。该模型旨在支持作者专注于定义任务的内容和注释(例如,与各种主题的相关性,难度,在大众中的位置,支持学习风格的类型,与其他任务和事件的相互关系等),而无需编写游戏脚本,这通常涉及硬编码特定游戏的事件,动作,位置和内容。任务注释也允许在不同的游戏中重用任务。此外,不同的游戏设计师可以利用任务储存库,构建指定大众的教育游戏,其任务序列符合可以通过提议的框架表达的学习策略标准。这个模型为教学专家和游戏设计师开发能够为玩家提供适应性内容的运行时游戏引擎提供了新的视角。详细介绍了用户模型、任务模型和学习策略模型,并给出了应用实例。
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