Making learning fun: Quest Atlantis, a game without guns

Making learning fun: Quest Atlantis, a game without guns
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DOI:
10.1007/bf02504859
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发表时间:
2005-01-01
影响因子:
5
通讯作者:
Tuzun, H
Tuzun, H
中科院分区:
教育学3区
文献类型:
--
作者:
Barab, S;Thomas, M;Tuzun, H

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本文介绍了探索亚特兰蒂斯(QA)项目,一个学习和教学项目,采用多用户,虚拟环境沉浸在儿童,年龄9-12岁,在教育任务。QA将商业游戏环境中使用的策略与教育研究中关于学习和动机的课程相结合。它允许参与小学和课后中心的用户通过虚拟空间旅行来执行教育活动,与其他用户和导师交谈,并建立虚拟角色。我们的工作涉及到一个可以被称为社会响应设计的议程和过程,它涉及到建立社会技术结构,这些结构与个人及其参与环境互动并可能改变个人及其参与环境。这项工作位于教育,娱乐和社会承诺的交叉点,并建议教学设计师广泛关注。重点是参与课堂文化和学生生活的相关方面,以激发参与符合当地解释的社会承诺和教育目标。
This article describes the Quest Atlantis (QA) project, a learning and teaching project that employs a multiuser, virtual environment to immerse children, ages 9-12, in educational tasks. QA combines strategies used in commercial gaming environments with lessons from educational research on learning and motivation. It allows users at participating elementary schools and after-school centers to travel through virtual spaces to perform, educational activities, talk with other users and mentors, and build virtual personae. Our work has involved an agenda and process that may be called socially-responsive design, which involves building sociotechnical structures that engage with and potentially transform individuals and their contexts of participation. This work sits at the intersection of education, entertainment, and social commitment and suggests an expansive focus for instructional designers. The focus is on engaging classroom culture and relevant aspects of student life to inspire participation consistent with social commitments and educational goals interpreted locally.