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Designing and Evaluating Engaging Interfaces for Educational Games

Designing and Evaluating Engaging Interfaces for Educational Games
设计和评估教育游戏的引人入胜的界面
批准号:
217223-2013
负责人:
Head, Milena
金额:
$1.09万
依托单位:
依托单位国家:
加拿大
项目类别:
Discovery Grants Program - Individual
财政年份:
2017
资助国家:
加拿大
项目状态:
已结题
起止时间:
2017-01-01 至 2018-12-31

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中文摘要
翻译
学生参与对于创造有效的学习体验非常重要。然而,留住数字本土的千禧一代学生参与学习正变得越来越具有挑战性。与通过玩电子游戏沉浸在其中的世界相比,这一代人可能会觉得传统的学校和工作环境很无聊。为了应对这一日益增长的挑战,游戏被引入课堂,但在实现教育目标方面效果参差不齐。在一定程度上,这可能是因为教育游戏领域的研究努力往往专注于学习任务,而忽视了用户的游戏体验。虽然人们对娱乐游戏吸引人的因素有一些理解,但这项研究是不连贯的,而且这些知识中的许多都未能进入教育领域。从娱乐游戏中仍然可以学到很多东西,以鼓励学生参与学习。例如,反馈作为一种鼓励参与的潜在机制,在这方面没有得到严格的研究。同样,尽管人们意识到,一个人参与的东西可能不会影响另一个人,但这些个人差异并没有得到充分的研究和利用,以增强体验。这项提案中概述的研究旨在严格理解视频游戏过程中如何产生参与度,以及如何应用这一点来鼓励教育背景下的参与度。重点是了解不同形式的游戏反馈如何影响不同游戏玩家在游戏不同阶段的特征参与的前因。这项研究的一个重大而新颖的贡献将是开发一个增强教育游戏参与度的工具(Teege),该工具将为教师和设计师提供一种机制,通过在游戏的不同阶段将反馈与个人特征适当地匹配来鼓励对教育游戏的参与度。因此,将提出具体的、经过经验验证的指导方针(目前缺乏),以帮助开发人员设计鼓励学生参与的教育游戏。
英文摘要
Student engagement is important in creating effective learning experiences. However, it is becoming increasingly challenging to keep the digital-native Millennial generation of students engaged in their learning. This generation may find traditional school and work environments boring when compared to the world they immerse in through playing video games. To address this growing challenge, games have been introduced in the classroom but have shown mixed results in meeting educational objectives. In part, this may be due to the fact that research efforts in the area of educational games often focus on the learning tasks but neglect the user's gameplay experience. While there is some understanding of what may make entertainment games engaging, this research is disjointed and much of this knowledge has failed to make its way into the educational field. There is still much that can be learned from entertainment gaming to encourage engagement in student learning. For example, feedback as a potential mechanism to encourage engagement has not been rigorously studied in this context. Similarly, while there is a realization that what engages one individual may not engage another, these individual differences have not been adequately studied and leveraged to enhance experiences. The research outlined in this proposal looks to rigorously understand how engagement is generated during video gameplay and how this can be applied to encourage engagement within an educational context. The focus is on understanding how different forms of game feedback can influence the antecedents of engagement for different game player characteristics across different stages of gameplay. A major and novel contribution of this research will be the development of a Tool to Enhance Educational Game Engagement (TEEGE) that will provide instructors and designers with a mechanism to encourage engagement with educational games by appropriately matching feedback with individual characteristics at different stages of gameplay. Consequently, specific and empirically-validated guidelines (which are currently lacking) will be proposed to help developers design educational games that encourage engagement amongst students.
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Designing and Evaluating Effective Online Learning Interfaces
  • 批准号:
    RGPIN-2018-05593
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $4.08万
  • 财政年份:
    2022
  • 负责人:
    Head, Milena
  • 依托单位:
Designing and Evaluating Effective Online Learning Interfaces
  • 批准号:
    RGPIN-2018-05593
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2021
  • 负责人:
    Head, Milena
  • 依托单位:
Designing and Evaluating Effective Online Learning Interfaces
  • 批准号:
    RGPIN-2018-05593
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2020
  • 负责人:
    Head, Milena
  • 依托单位:
Designing and Evaluating Effective Online Learning Interfaces
  • 批准号:
    RGPIN-2018-05593
  • 项目类别:
    Discovery Grants Program - Individual
  • 资助金额:
    $2.04万
  • 财政年份:
    2019
  • 负责人:
    Head, Milena
  • 依托单位:
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