Make It Fun Or Real – Design Dilemmas And Their Consequences On The Learning Experience

Make It Fun Or Real – Design Dilemmas And Their Consequences On The Learning Experience
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让它变得有趣或真实——设计困境及其对学习体验的影响

DOI:
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发表时间:
2013
期刊:
影响因子:
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通讯作者:
J. Lo
J. Lo
中科院分区:
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文献类型:
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作者:
C. Harteveld;Geertje Bekebrede;J. Lo

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在游戏开发中,设计师将面临设计困境,例如选择2D或3D图形。在这篇文章中,我们集中讨论了教育游戏设计的一个典型困境:使它有趣还是真实的。为了更深入地了解设计选择的后果,我们调查了高等教育的学生如何评估Sharkworld的选择,这是一款关于项目管理的游戏,以及这些选择对他们学习体验的影响。虽然学生(N=23)普遍表示他们喜欢这个游戏,觉得它很有价值,并明确参与其中,但他们对某些游戏元素表示失望。这些元素使游戏既不有趣,尤其是不是真实的。我们进一步发现,关于这些游戏元素的设计决策对他们的学习体验有重要影响,这使我们得出结论,设计选择-即使是很小的选择-似乎很重要,调查其后果是有价值的。
In game development designers will be confronted with design dilemmas, such as choosing either 2D or 3D graphics. In this paper we focus on a typical dilemma for educational game design: to make it fun or real. To get more insight into the consequences of design choices, we investigated how students in higher education evaluated the choices of Sharkworld, a game about project management, and the consequences of these choices on their learning experience. While students (N=23) generally indicated that they liked the game, found it valuable, and were clearly engaged with it, they expressed their frustration with certain game elements. These elements made the game neither fun and especially not real. We further found that the design decisions regarding these game elements had an important influence on their learning experience, making us conclude that design choices–even little ones–seem to matter and that it is valuable to investigate their consequences.