以“北极经济”的Pre-Alpha原型为例分析学习和游戏设计领域的优化潜力

R. Wittrin, Volker Tolkmitt, Ephraim Linke, C. I. Steiner, Maximilian Eibl, M. Ritter
{"title":"以“北极经济”的Pre-Alpha原型为例分析学习和游戏设计领域的优化潜力","authors":"R. Wittrin, Volker Tolkmitt, Ephraim Linke, C. I. Steiner, Maximilian Eibl, M. Ritter","doi":"10.1145/3450337.3483476","DOIUrl":null,"url":null,"abstract":"In recent years, and especially in times of distance learning, Serious Games have become a viable alternative to conventional teaching methods. The positive effect of Serious Games on learning motivation and learning success has already been confirmed in many studies. At the same time, educational institutions and companies are becoming more open to the use of digital Serious Games. However, the development of these games is a great challenge, because aspects of Game Design as well as aspects of Learning Design have to be included in the development. Therefore, it is important to identify deficits or optimization potentials regarding both aspects in the early stages of development already. This study uses an example to show possibilities for identifying optimization needs in early development stages and proposes improvement measures in the field of Game and Learning Design using a prototype as an example. The prototype was tested by five lecturers of the same subject domain and assessed in terms of content and didactic suitability for teaching. In addition, an AttrakDiff evaluation was performed. The results are indicative of early stakeholder involvement contributing to an effective identification process of optimization needs even in early development stages of Serious Games.","PeriodicalId":427412,"journal":{"name":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","volume":"156 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Identifying Optimization Potential in the Field of Learning and Game Design by Using the Example of a Pre-Alpha Prototype of “Arctic Economy”\",\"authors\":\"R. Wittrin, Volker Tolkmitt, Ephraim Linke, C. I. Steiner, Maximilian Eibl, M. Ritter\",\"doi\":\"10.1145/3450337.3483476\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In recent years, and especially in times of distance learning, Serious Games have become a viable alternative to conventional teaching methods. The positive effect of Serious Games on learning motivation and learning success has already been confirmed in many studies. At the same time, educational institutions and companies are becoming more open to the use of digital Serious Games. However, the development of these games is a great challenge, because aspects of Game Design as well as aspects of Learning Design have to be included in the development. Therefore, it is important to identify deficits or optimization potentials regarding both aspects in the early stages of development already. This study uses an example to show possibilities for identifying optimization needs in early development stages and proposes improvement measures in the field of Game and Learning Design using a prototype as an example. The prototype was tested by five lecturers of the same subject domain and assessed in terms of content and didactic suitability for teaching. In addition, an AttrakDiff evaluation was performed. The results are indicative of early stakeholder involvement contributing to an effective identification process of optimization needs even in early development stages of Serious Games.\",\"PeriodicalId\":427412,\"journal\":{\"name\":\"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play\",\"volume\":\"156 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-10-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3450337.3483476\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3450337.3483476","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

严肃游戏对学习动机和学习成功的积极影响已经在许多研究中得到证实。与此同时,教育机构和公司对数字严肃游戏的使用也越来越开放。然而,这些游戏的开发是一个巨大的挑战,因为游戏设计和学习设计的各个方面都必须包含在开发中。因此,在开发的早期阶段就确定这两个方面的缺陷或优化潜力是很重要的。本研究使用一个例子来展示在早期开发阶段识别优化需求的可能性,并以原型为例提出游戏和学习设计领域的改进措施。原型由同一学科领域的五位讲师进行测试,并根据教学内容和教学适应性进行评估。此外,还进行了AttrakDiff评估。结果表明,即使在Serious Games的早期开发阶段,早期利益相关者的参与也有助于有效识别优化需求的过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Identifying Optimization Potential in the Field of Learning and Game Design by Using the Example of a Pre-Alpha Prototype of “Arctic Economy”
In recent years, and especially in times of distance learning, Serious Games have become a viable alternative to conventional teaching methods. The positive effect of Serious Games on learning motivation and learning success has already been confirmed in many studies. At the same time, educational institutions and companies are becoming more open to the use of digital Serious Games. However, the development of these games is a great challenge, because aspects of Game Design as well as aspects of Learning Design have to be included in the development. Therefore, it is important to identify deficits or optimization potentials regarding both aspects in the early stages of development already. This study uses an example to show possibilities for identifying optimization needs in early development stages and proposes improvement measures in the field of Game and Learning Design using a prototype as an example. The prototype was tested by five lecturers of the same subject domain and assessed in terms of content and didactic suitability for teaching. In addition, an AttrakDiff evaluation was performed. The results are indicative of early stakeholder involvement contributing to an effective identification process of optimization needs even in early development stages of Serious Games.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Walt Disney Imagineering: Decades of Innovation and Play The Game of Video Game Objects: A Minimal Theory of when we see Pixels as Objects rather than Pictures Negotiating Systemic Racial and Gender Bias as a Minoritized Adult Design Researcher Videogame Rewards and Prosocial Behaviour Supporting the Design of Flexible Game Systems
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1