Playable Case Studies: A New Educational Genre for Technical Writing Instruction

Playable Case Studies: A New Educational Genre for Technical Writing Instruction
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可玩的案例研究:技术写作教学的新教育类型

DOI:
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发表时间:
2019
影响因子:
1.1
通讯作者:
Derek L. Hansen
Derek L. Hansen
中科院分区:
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文献类型:
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作者:
Jonathan Balzotti;Derek L. Hansen

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摘要可玩案例研究(PCS)是一种混合式学习体验,学生(1)参与通过沉浸式模拟环境展开的虚构叙事,(2)参与课堂活动和课程,通过游戏内和游戏外体验提供教育支架和促进元认知。我们展示了Microcore PCS,以说明这种新型体验模拟的潜力,这种模拟结合了交互现实游戏(ARGs)的各个方面,以增加沉浸感,并在技术交流课堂上教授工作场所知识。我们通过本科生的技术交流课程探索Microcore的试点测试结果,确定运行良好的设计策略和其他导致改进的策略,目前正在进行改进。我们还提出了一些问题,以促进未来对可玩案例研究的研究,并在更广泛的技术交流教育学背景下讨论我们的发现。
ABSTRACT A Playable Case Study (PCS) is a hybrid learning experience where students (1) participate in a fictional narrative that unfolds through an immersive, simulated environment and (2) engage in classroom activities and lessons that provide educational scaffolding and promote metacognition through in-game and out-of-game experiences. We present the Microcore PCS to illustrate the potential of this new type of experiential simulation that incorporates aspects of Alternate Reality Games (ARGs) to increase immersion and teach workplace literacies in the technical communication classroom. We explore results from a pilot test of Microcore with an undergraduate technical communication course, identifying design strategies that worked well and others that led to improvements that are currently being incorporated. We also provide questions to prompt future research of playable case studies and discuss our findings in a broader context of technical communication pedagogy.