Practical, appropriate, empirically-validated guidelines for designing educational games

Practical, appropriate, empirically-validated guidelines for designing educational games
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实用、适当、经过经验验证的教育游戏设计指南

DOI:
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发表时间:
2011
期刊:
International Conference on Human Factors in Computing Systems
影响因子:
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通讯作者:
Gail Chan
Gail Chan
中科院分区:
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文献类型:
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作者:
Conor Linehan;B. Kirman;S. Lawson;Gail Chan

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最近,人们对电脑游戏作为创新教育工具的潜力产生了极大的兴趣。然而,很少有证据表明游戏能够发挥这种潜力。事实上,将教育和游戏设计的不同目标融合在一起的过程似乎存在问题,目前还没有实际的指导方针来指导如何以一种连贯的方式这样做。在本文中,我们描述了成功的,经验验证的教学方法开发的行为心理学家,并指出他们是如何独特地适合利用游戏提供给教育的好处。最后,我们提出了一些实用的步骤,设计教育游戏,应用行为分析的技术基础上。这篇论文的目的是既能让教育游戏设计者关注真正对教育有用的游戏的特点,又能介绍一种观众可能还不熟悉的成功的教学形式。
There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with.