成就者、探险家、流浪者和知识分子:Minecraft 开放世界动作冒险游戏中的教育互动

IF 4.1 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Computers and Education Open Pub Date : 2024-03-26 DOI:10.1016/j.caeo.2024.100172
Kim Krappala , Lauri Kemppinen , Eero Kemppinen
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引用次数: 0

摘要

教育游戏设计中常见的一个难题是如何在自由和结构之间取得适当的平衡。过多的结构会限制建设性的学习和好奇心,而过多的自由又会转移对教学内容的关注。我们如何才能在鼓励学生与学习材料互动的同时创造一种自由感呢?我们认为,一款引人入胜、具有分支故事情节的开放世界动作冒险游戏可以提供恰到好处的平衡。为了验证这一想法,我们使用流行的 Minecraft 游戏制作了一款单人自定义地图动作冒险游戏《乌尔夫贝尔特之剑》。我们的目标是让这款游戏为史前教育提供支持,并在 151 名学生的历史课堂上试用了这款游戏。为了确定我们的游戏在提供教育材料方面的有效性,我们收集并分析了学生的日志文件以及学生的 Minecraft 体验。我们的结构发现了四种互动类型:(1) 知识分子;(2) 漫游者;(3) 探险者;(4) 成就者。最终,游戏设计吸引了 Minecraft 经验丰富的玩家类型,并引导他们使用初级教材。经验较少的玩家类型仍然保持好奇心,但他们会从更直接的游戏支架中获益,这表明了玩家已有的游戏技能和深思熟虑的选择架构的重要性。总之,玩家类型让我们深入了解了如何在开放世界游戏环境中为不同类型的学生提供最佳支持。反过来,这些信息又能让我们发现设计上的挑战,并提出更好的方法,在现实的异质课堂中实现结构与自主的平衡。
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Achievers, explorers, wanderers, and intellectuals: Educational interaction in a Minecraft open-world action-adventure game

A common dilemma in educational game design is identifying the right balance between freedom and structure. Too much structure limits constructive learning and curiosity, while too much freedom diverts focus away from the educational content. How can we create a feeling of freedom while encouraging students to interact with learning material? We argue that a compelling, open-world action-adventure game with a branching storyline could provide just the right balance. To test this idea, we created a single-player custom map action-adventure game, Ulfberht's Sword, using the popular Minecraft game. Our objective was that the game would support prehistory education and we piloted it with 151 students in their history classrooms. To determine how effective our game was for delivering educational material, we collected and analyzed the students' log files in combination with students' Minecraft experience. Our structure discovery revealed four interaction types, (1) intellectuals, (2) wanderers, (3) explorers, and (4) achievers, which reflect the students' interaction with the educational content and perseverance in challenging situations. Ultimately, the game design engaged Minecraft-experienced player types and guided them toward primary educational materials. Less-experienced player types remained curious but would have benefited from more direct in-game scaffolding, demonstrating the importance of players' pre-existing gaming skills and thoughtful choice architecture. In conclusion, the player types provide insight into how we can best support different types of students in the open-world game environment. In turn, this information allows us to identify design challenges and suggest better ways to strike the structure-autonomy balance in realistically heterogeneous classrooms.

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