Tommy和Pokina教育语言游戏软件的设计:一个跨国流行文化项目

E. M. Dukut, C. Wulandari, T. Chandrawati
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引用次数: 1

摘要

流行文化的产物很多。其中之一就是教育性语言游戏软件。游戏不仅有助于对抗无聊,而且可以提高一个人的教育能力。研究人员开发的类似托福的游戏软件PC(个人电脑)将美国托福(英语作为外语测试)作为游戏的基础。它具有跨国性质,因为它将一些印尼当地文化融入了以美国为基础的英语能力测试中。作为一款跨国产品,该游戏激发了许多印尼英语学生的创造力,让他们拥有全球想象力。流行文化产品Tommy&Pokina语言游戏软件是为初中八年级学生制作的教育游戏。在设计游戏时,使用简单物体进行符号类比的方法成为游戏的主要特点。在其可视化中,设计过程不仅利用了特定的图形、可视化效果、排版和界面;而且还有许多其他方面。在开发游戏可视化的过程中,这些方面包括对象的插图、视点、构图和布局。这些方面被发现在设计游戏中是有价值的。
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Designing Tommy and Pokina Educative Language Game Software: a Transnational Popular Culture Project
Products of popular culture are many. One of those is educative language game software. Not only is a game useful in combating boredom, but a game can increase someone’s education capability. The PC (personal computer) a TOEFL-like game software created by the researchers applies the American TOEFL (Test of English as a Foreign Language) as a basis of the game.  It has transnational qualities because it integrates some local Indonesian culture into an American based English competence test. Being a transnational product, the game induces creativity for a number of Indonesian-English students to have a global imagination. The popular culture product named Tommy & Pokina language game software is an educative game produced for 8th grade students studying at Junior High School. In designing the game, the method of symbolic analogy with the use of simple objects becomes the main characteristics of the game. In its visualization, the design process makes use of not only particular graphics, visualization effects, typography and interface; but also a number of other aspects. The aspects include the object’s illustrations, viewpoint, composition, and layout in developing the game’s visualization. These aspects are found to be valuable in designing the game.
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