Human centered game design for bioinformatics and cyberinfrastructure learning

D. Perry, Cecilia R. Aragon, S. Cruz, M. Peters, J. Chowning
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引用次数: 6

Abstract

Engaging students in science, technology, engineering, and math (STEM) fields is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to facilitate interest in STEM topics through the design of engaging learning games. While a growing number of serious games have been developed for biological science and computer science learning, few address the communication and technical challenges that arise in cyberinfrastructure intensive projects, where multiple domain scientists and computer scientists collaborate. This paper describes empirical data collected during a year-long human centered game design process, in which design ideas generated by high school students were bridged with cyberinfrastructure and bioinformatics learning concepts. Our research shows that "fun" and engaging game elements are well suited for addressing the sociotechnical aspects of cyberinfrastructure projects. In this research we provide a human centered game design methodology for science educators and science game designers, as well as design implications for integrating game-based experiences into the use of large-scale shared computing resources and services.
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生物信息学和网络基础设施学习中以人为本的游戏设计
让学生参与科学、技术、工程和数学(STEM)领域对于确保下一代科学家和工程师的成功至关重要。考虑到97%的美国青少年玩电子游戏,通过设计引人入胜的学习游戏,有一个巨大的机会来促进对STEM主题的兴趣。尽管为生物科学和计算机科学学习开发了越来越多的严肃游戏,但很少有游戏能够解决网络基础设施密集型项目中出现的交流和技术挑战,这些项目需要多个领域的科学家和计算机科学家合作。本文描述了在为期一年的以人为中心的游戏设计过程中收集的经验数据,在这个过程中,高中生产生的设计想法与网络基础设施和生物信息学学习概念相结合。我们的研究表明,“有趣”和吸引人的游戏元素非常适合解决网络基础设施项目的社会技术方面的问题。在这项研究中,我们为科学教育者和科学游戏设计师提供了一种以人为本的游戏设计方法,以及将基于游戏的体验整合到大规模共享计算资源和服务的使用中的设计含义。
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