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Designing productively negative experiences with serious game mechanics: Qualitative analysis of game-play and game design in a randomized trial

机译:使用严肃的游戏机制设计富有成效的负面体验:在随机试验中对游戏玩法和游戏设计进行定性分析

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Design, rather than medium, ultimately predicts learning outcomes, but the game-based learning literature has had difficulty successfully linking game design decisions to learning behaviours and outcomes. The current research investigates how explicit game design strategies can promote productive negativity (i.e. learning from failure), which has been identified as an important mechanism in both gaming and learning. We performed a randomized controlled trial with undergraduate biology students to investigate how game design might facilitate misconception resolution about random molecular behaviour through productive negativity. Students engaged with either a computer-based interactive simulation (n = 20) or serious game (n = 20) for 30 min, while their computer screens were recorded and click-stream data collected. We described in detail the theoretical framework underpinning our serious game and simulation using the Activity Theory Model of Serious Games (ATMSG); qualitatively coded and analysed video recordings of gameplay; and visually overlaid this data with the ATMSG models to draw conclusions about how game-design decisions influence learning-related behaviours. We found that the serious game resulted in significantly more productively negative experiences, while the interactive simulation allowed for greater exploratory or experimental behaviours. Based on our analyses of the qualitative gameplay data, we were able to recommend three game design strategies to enhance the occurrence of desired game-flow loops (e.g. productive negativity) with respect to an ATMSG framework: 1) including additional game mechanics on the primary game flow axis of the ATMSG framework (i.e. mandatory interactions) limits the exploratory nature of the application; 2) integrating two or more primary-axis mechanics in a game-flow loop increases the frequency of interaction with this loop; and 3) gameplay loops that involve mechanics that fall off the primary-axis (i.e. non-mandatory mechanics) occur less frequently than those which involve primary-axis (i.e. mandatory) mechanics. This study is one of the first to successfully make direct comparisons between students' interactions in a game and a non-game application to provide concrete and actionable serious game design recommendations.
机译:设计而不是中等能最终预测学习结果,但是基于游戏的学习文献很难将游戏设计决策与学习行为和学习结果成功地联系在一起。当前的研究调查了明确的游戏设计策略如何促进生产性消极(即从失败中学习),这已被认为是游戏和学习中的重要机制。我们与本科生生物学生进行了一项随机对照试验,以研究游戏设计如何通过生产负性促进关于随机分子行为的误解。学生进行了30分钟的基于计算机的交互式模拟(n = 20)或严肃游戏(n = 20),同时记录了他们的计算机屏幕并收集了点击流数据。我们使用严肃游戏活动理论模型(ATMSG)详细描述了我们严肃游戏和模拟的理论框架;定性编码和分析的游戏视频录像;并用ATMSG模型在视觉上覆盖这些数据,以得出关于游戏设计决策如何影响与学习相关的行为的结论。我们发现,严肃的游戏会带来更大的生产性负面体验,而互动模拟则可以带来更大的探索或实验行为。根据我们对定性游戏数据的分析,我们能够推荐三种游戏设计策略,以增强ATMSG框架所需的游戏流程循环(例如,产生负面影响)的发生:1)在主要游戏中包括其他游戏机制ATMSG框架的游戏流程轴(即强制性交互)限制了应用程序的探索性质; 2)在游戏流程循环中集成两个或多个主轴机械装置会增加与此循环交互的频率;和3)涉及掉落主轴的机械装置(即非强制性机械装置)的游戏循环的发生频率要低于涉及主轴(即强制性)机械装置的游戏循环。这项研究是成功地将学生在游戏和非游戏应用程序之间的交互进行直接比较以提供具体且可行的严肃游戏设计建议的第一个研究。

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