模拟游戏在高等教育中的应用

Q3 Arts and Humanities International Journal of Film and Media Arts Pub Date : 2023-06-15 DOI:10.24140/ijfma.v8.n1.04
Vicky Maratou, Firdaous Ennami, F. Luz, Yama Abdullahi, Raimonda Agnė Medeišienė, Indrė Ščiukauskė, Rizos Chaliampalias, A. Kameas, Carla Sousa, Sara Sara
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引用次数: 1

摘要

游戏能够有效地帮助人们与他人互动,并更多地了解他们所处的文化。Huizinga(1944)指出了游戏的重要性及其在文化中的中心地位,他建议将游戏作为一种媒介来组织我们的生活体验,并将其作为一种逃避实用主义焦点的方法。游戏的“好玩”本质导致逃避现实,因为它往往掩盖了游戏结果的严肃性(Bateson, 2014;甘伟鸿,2006)。例如,游戏可以在战争中执行,它们被视为一种致命的游戏,具有复杂的规则,策略和体育精神准则。此外,游戏的广泛使用也成为教育领域快速发展的教学工具。游戏作为一种教育工具的快速发展,催生了大量不同类型的游戏,帮助从经济学到艺术等众多学科的教学,并且出现了许多关于之前开发的游戏的百科全书式网站。尽管这种快速增长,但这是由于从游戏中有效学习的增加,还是仅仅是与传统教学方法相比增加了粘性和乐趣,这一点仍存在争议。为此,本文从教育工作者和游戏设计师的角度探讨了模拟GBL在欧洲高等教育机构(HEIs)中的实践,以及与基于游戏的学习(GBL)相关的挑战和机遇。游戏化——包括简单的游戏机制,如正确答案得分(Hidi & Renninger, 2006;Kim, Song, Lockee, & Burton, 2018;Rotgans & Schmidt, 2011)——经常被用作教学辅助工具,以提高学生的参与度和乐趣。然而,简单地将游戏机制添加到经典的、基于讲座的教学中并不一定有助于课堂上的认知保留,或培养21世纪的技能。事实上,越来越多的学者看到了GBL的好处(Qian & Clark, 2016),其中游戏专门设计用于增强学习和特定技能的发展。它也可能涉及改编已经设计用于课堂的游戏,例如使用基于开放世界的棋盘游戏来教授地缘政治团体之间的互动,或使用乐高®块来帮助提高对城市规划的理解。良好的GBL干预将确保游戏的中心机制与模块的预期学习结果相关联(Arnab et al., 2014)。
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Game-Based Learning in Higher Education Using Analogue Games
Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992). The “playful” nature of games results in escapism because it often hides the seriousness of their outcomes (Bateson, 2014; Henricks, 2006). For instance, games can be implemented in war where they are viewed as a deadly sort of game, with elaborate rules, strategies, and codes of sportsmanship. Furthermore, the widespread use of games has gained traction as a rapidly evolving teaching and learning tool in the educational sector as well. This rapid growth in the use of games as an educational tool has led to the creation of an immense number of diverse games, aiding teaching and learning in a multitude of disciplines from economics to art, and numerous encyclopaedic websites of previously developed games have been created. Despite this rapid growth, it is debatable whether this is due to increased effective learning from games, or simply the increased engagement and enjoyment observed in comparison to traditional pedagogical methods. To that end, the current paper explores the practices of analogue GBL across European Higher Education Institutions (HEIs) and the challenges and opportunities associated with Game-Based Learning (GBL) from the perspective of educators and game designers. Gamification – including simple game mechanics, such as points for correct answers (Hidi & Renninger, 2006; Kim, Song, Lockee, & Burton, 2018; Rotgans & Schmidt, 2011) – is often used as a teaching aid to increase student engagement and enjoyment. However, simply adding a game mechanic into classic, lecture-based teaching does not necessarily assist in cognitive retention in classrooms, or develop 21st-century skills. As a matter of fact, more academics are seeing the benefits of GBL (Qian & Clark, 2016), in which games are specifically designed to enhance learning and the development of a certain skillset. It may also involve adapting a game that is already designed for use in the classroom, such as using open world-based board games to teach the interaction between geopolitical groups, or the use of LEGO® blocks to help improve comprehension of city planning. A good GBL intervention will ensure that the central mechanic of a game is linked to the expected learning outcomes of the module (Arnab et al., 2014).
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International Journal of Film and Media Arts
International Journal of Film and Media Arts Arts and Humanities-Visual Arts and Performing Arts
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