聚焦旁观:在人体尺度学习环境的设计和评估中提升基于观察的学习

Leah F. Rosenbaum
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摘要

关于游戏的教育价值的研究往往侧重于活跃的参与者,尤其是在评估新颖的交互技 术时。然而,历史悠久的学术研究强调,观察公共实践是文化熏陶和学习的主要手段。本文展示了一系列参与形式中的学习机会--从旁观者到参与者,以及一些介于两者之间的参与形式--这些参与形式围绕着安装在儿童科学博物馆中的协作式人体比例几何游戏《Geometris》而产生。考虑到学习是对公共实践的参与,我对大约 350 名参与者进行了频率分析,随后对 3 个焦点小组进行了深入的叙述性描述,以描述在这一技术化游戏中各种参与形式所提供的学习机会。我还指出了一些特殊的设计元素--即与用户无关的输入机制和某些人群控制措施--这些元素无意中促成了这些参与形式。其理论意义包括:在教学上,不同参与形式的行动感知可能性范围是不同的。此外,所提出的设计启发式方法还能在其他教育设计中促进这些不同形式的参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Spotlighting spectatorship: elevating observation-based learning in the design and evaluation of body-scale learning environments

Research on the educational value of play tends to focus on active players, especially when evaluating novel interaction technologies. However, a long history of scholarship underscores observing communal practice as a primary means of enculturation and learning. This paper demonstrates learning opportunities available within a range of participation forms—from spectator to player and some in between—that emerge around Geometris, a collaborative, body-scale geometry game, as installed in a children’s science museum. Considering learning as participation in communal practice, I present frequency analysis of roughly 350 participants followed by thick narrative descriptions of 3 focal groups to characterize the learning opportunities available within diverse forms of participation in this technologically enabled gameplay. I also identify particular design elements—namely the user-agnostic input mechanism and certain crowd control measures—that inadvertently enabled these participation forms. Theoretical implications include the pedagogically relevant range of action–perception possibilities available across participation forms. Additionally, proposed design heuristics could facilitate these diverse forms of participation in other educational designs.

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