Designing for and Identifying Plural Goals in a Science Museum Game Exhibit

Designing for and Identifying Plural Goals in a Science Museum Game Exhibit
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设计和识别科学博物馆游戏展览中的多个目标

DOI:
10.1145/3383668.3429672
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发表时间:
2020
期刊:
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
影响因子:
--
通讯作者:
McKinney de Royston, Maxine
McKinney de Royston, Maxine
中科院分区:
--
文献类型:
--
作者:
Kumar, Vishesh;Berland, Matthew;Lyons, Leilah;Cannady, Matthew A.;McKinney de Royston, Maxine

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科学博物馆通常是互动的空间,各种游客以不同的方式与展品互动。在努力支持参与者的同时?在博物馆的环境中,这些展品需要以有意义的多样化形式支持兴趣和参与-使属于这些领域少数群体的学习者能够进入这些领域。在本文中,我们提出了一个互动的计算思维展览,旨在促进目标和参与行为的多样性。我们还提出了初步的分析,我们如何可以使用播放数据来描绘不同的目标,通过不同的追求介导的追求。我们还发现,在游戏中,关怀是一个独特的有价值的美学动机,在常见的设计框架中经常被忽视-有可能扩大计算的视角,并打击计算学习者之间的不平等。
Science museums are often interactive spaces where a variety of visitors engage with exhibits in diverse ways. While trying to support participants? behavior in ways that make intuitive sense for these behaviors in a museum context, these exhibits need to support interests and participation in forms that are meaningfully diverse - to make domains accessible to learners belonging to groups minoritized in those domains. In this paper, we present an interactive computational thinking exhibit designed to foster a multiplicity of goals and participatory behaviors. We also present preliminary analysis on how we can use play data to delineate the pursuit of different goals mediated through different pursuits. We also find care to be a uniquely valuable aesthetic motivator in gameplay, often overlooked in common design frameworks - with potential to expand perspectives on computing and combat inequity among computing learners.
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发表时间: 2017
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影响因子: --
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