Learning Games for Computer Literacy
学习游戏以提高计算机素养
基本信息
- 批准号:20K14089
- 负责人:
- 金额:$ 1.41万
- 依托单位:
- 依托单位国家:日本
- 项目类别:Grant-in-Aid for Early-Career Scientists
- 财政年份:2020
- 资助国家:日本
- 起止时间:2020-04-01 至 2022-03-31
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
At the outset, this project aimed to develop non-digital games for learning. Due to the pandemic, all in-person activities were initially cancelled and a limited number of students were allowed onto campus, making purely non-digital games difficult to develop, play test, and collect data around. To address these challenges, this project pivoted to the following research questions to be addressed in the new hybrid (online / offline) learning environments: How can students be supported in developing games or other designs through and for learning in these environments? Two approaches were taken to address this. First, a course designed for learning about digital games was adapted to support student-generated designs for game-based learning. These learning games were then played by other students (peers), remotely, at the end of the semester. The second approach was to work with two students in developing individual projects for hybrid, game-based community building and design. Player and design data was collected for both of these new approaches.The PI and only researcher on this project left the University and the country prior to the project's completion, returning approximately 63% of the budget. Due to the project's early end and the ongoing global pandemic, the project's primary goals set out at the outset were unmet. Nevertheless, at the time of this report, the data that was collected is being analyzed for publication.
一开始,这个项目的目标是开发非数字学习游戏。由于疫情,所有面对面的活动最初都被取消,只允许有限数量的学生进入校园,这使得纯粹的非数字游戏难以开发、测试和收集数据。为了应对这些挑战,该项目转向了以下研究问题,这些问题将在新的混合(在线/离线)学习环境中得到解决:如何支持学生在这些环境中开发游戏或其他设计?采取了两种方法来解决这个问题。首先,一门专为学习数字游戏而设计的课程被改编成支持学生生成的基于游戏的学习设计。这些学习游戏随后由其他学生(同龄人)在学期结束时远程玩。第二种方法是与两名学生合作开发基于游戏的混合社区建设和设计项目。我们为这两种新方法收集了玩家和设计数据。项目负责人和该项目的唯一研究人员在项目完成前离开了大学和国家,返回了大约63%的预算。由于项目提前结束,全球流行病仍在继续,项目一开始制定的主要目标未能实现。然而,在编写本报告时,所收集的数据正在进行分析以供发表。
项目成果
期刊论文数量(4)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Why Analog Games Now?
为什么现在选择模拟游戏?
- DOI:
- 发表时间:2020
- 期刊:
- 影响因子:0
- 作者:GAYDOS;Matthew Joseph; JIMENEZ;Osvaldo
- 通讯作者:Osvaldo
Towards a Theory of Transformational Ethical Gameplay
走向变革性伦理游戏理论
- DOI:
- 发表时间:2020
- 期刊:
- 影响因子:0
- 作者:GAYDOS;Matthew Joseph; NARDO;Aline
- 通讯作者:Aline
Computer literacy practices of university students in Japan.
日本大学生的计算机素养实践。
- DOI:
- 发表时间:2020
- 期刊:
- 影响因子:0
- 作者:GAYDOS;Matthew Joseph; KINOSHITA;Anju
- 通讯作者:Anju
Game Design and Learning Research; How to promote understanding?
游戏设计和学习研究;
- DOI:
- 发表时间:2020
- 期刊:
- 影响因子:0
- 作者:GAYDOS;Matthew Joseph; NARDO;Aline
- 通讯作者:Aline
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