G. M. Troiano, Dylan G. M. Schouten, Michael P. Cassidy, Eli Tucker-Raymond, G. Puttick, C. Harteveld
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引用次数: 9
Abstract
In game-based curricula that leverage game design, students can learn creatively by transforming serious topics into video games (i.e., serious games). However, as these games remain mostly under-explored, we know little about how students design them and the extent to which they reflect content uptake. Here, we leverage a framework for serious games called Triadic Game Design (TGD) to analyze 391 games on climate science, which were designed by 8th-grade students with Scratch. Based on a large-scale TGD-based analysis, we provide an overview of design outcomes emerging from student games, and analyze how reality, meaning, and play are articulated in these games to reflect content uptake. Then, we ask two experts in game design and education to assess a subset of the 20 most representative games, to reflect on further design and pedagogical insights that may have not been captured by the large-scale analysis. Our results reveal a wide range of design outcomes, where Pong-like games teach players about the ice-albedo feedback loop, and CO2 molecules become targets to be shot in games like Space Invaders. Our work can serve as guidance and inspiration to help both researchers and educators evaluate student-designed games, as well as reason about how to use them as assessment tools in game-based constructionist curricula.
在利用游戏设计的基于游戏的课程中,学生可以通过将严肃主题转化为电子游戏(即严肃游戏)来创造性地学习。然而,由于这些游戏大部分仍未被开发,我们对学生如何设计它们以及它们在多大程度上反映了内容吸收情况知之甚少。在这里,我们利用一个名为Triadic Game Design (TGD)的严肃游戏框架来分析391个关于气候科学的游戏,这些游戏是由8年级的学生用Scratch设计的。基于大规模的基于tgd的分析,我们概述了学生游戏的设计成果,并分析了现实、意义和玩法如何在这些游戏中表达出来,以反映内容的吸收。然后,我们请两位游戏设计和教育方面的专家来评估20款最具代表性的游戏,以进一步反思大规模分析可能无法捕捉到的设计和教学见解。我们的研究结果揭示了广泛的设计结果,像乒乓这样的游戏教会玩家冰反照率反馈循环,二氧化碳分子成为像《太空入侵者》这样的游戏中的射击目标。我们的工作可以作为指导和启发,帮助研究人员和教育工作者评估学生设计的游戏,并解释如何在基于游戏的建构主义课程中使用它们作为评估工具。