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A new paradigm for serious games: Transmedia learning for more effective training and education

机译:严肃游戏的新范例:跨媒体学习,可以更有效地进行培训和教育

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Serious games present a relatively new approach to training and education for international organizations such as NATO (North Atlantic Treaty Organization), non-governmental organizations (NGOs), the U.S. Department of Defense (DoD) and the U.S. Department of Homeland Security (DHS). Although serious games are often deployed as stand-alone solutions, they can also serve as entry points into a comprehensive training pipeline in which content is delivered via different media to rapidly scale immersive training and education for mass audiences. The present paper introduces a new paradigm for more effective and scalable training and education called transmedia learning. Transmedia learning leverages several new media trends including the peer communications of social media, the scalability of massively openonline course (MOOCs), and the design of transmedia storytelling used by entertainment, advertising, and commercial game industries to sustain audience engagement. Transmedia learning is defined as the scalable system of messages representing a narrative or core experience that unfolds from the use of multiple media, emotionally engaging learners by involving them personally in the story. In the present paper, we introduce the transmedia learning paradigm as offering more effective use of serious games for training and education. This approach is consistent with the goals of international organizations implementing approaches similar to those described by the Army Learning Model (ALM) to deliver training and education to Soldiers across multiple media. We discuss why the human brain is wired for transmedia learning and demonstrate how the Simulation Experience Design Method can be used to create transmedia learning story worlds for serious games. We describe how social media interactions and MOOCs may be used in transmedia learning, and how data mining social media and experience tracking can inform the development of computational learner models for transmedia learning campaigns. Examples of how the U.S. Army has utilized transmedia campaigns for strategic communication and game-based training are provided. Finally, we provide strategies the reader can use today to incorporate transmedia storytelling elements such as Internet, serious games, video, social media, graphic novels, machinima, blogs, and alternate reality gaming into a new paradigm for training and education: transmedia learning.
机译:严肃的游戏为北约(北大西洋公约组织),非政府组织(NGO),美国国防部(DoD)和美国国土安全部(DHS)等国际组织提供了一种相对较新的培训和教育方法。 。尽管严肃的游戏通常被部署为独立的解决方案,但它们也可以用作综合培训管道的切入点,在该管道中,内容可以通过不同的媒体进行传递,以迅速扩展面向大众的沉浸式培训和教育。本白皮书介绍了一种更有效和可扩展的培训和教育的新范例,称为跨媒体学习。跨媒体学习利用了几种新的媒体趋势,包括社交媒体的同伴交流,大规模开放在线课程(MOOC)的可扩展性以及娱乐,广告和商业游戏行业用来维持观众参与度的跨媒体故事设计。跨媒体学习被定义为表示可叙事或核心体验的可伸缩消息系统,这些体验通过使用多种媒体而展现出来,通过使学习者亲自参与故事来使其动人。在本文中,我们介绍了跨媒体学习范式,它可以更有效地使用严肃的游戏进行培训和教育。这种方法与国际组织实施与陆军学习模型(ALM)所描述的方法类似的方法的目标相一致,以跨多种媒体向士兵提供培训和教育。我们讨论了为什么人脑连接跨媒体学习,并演示了如何使用“模拟体验设计方法”来创建严肃游戏的跨媒体学习故事世界。我们描述了如何在跨媒体学习中使用社交媒体互动和MOOC,以及数据挖掘社交媒体和体验跟踪如何为跨媒体学习活动的计算学习者模型提供信息。提供了美国陆军如何利用跨媒体战役进行战略交流和基于游戏的培训的示例。最后,我们提供读者今天可以使用的策略,以将跨媒体讲故事的元素(例如Internet,严肃游戏,视频,社交媒体,图画小说,机器知识,博客和替代现实游戏)纳入培训和教育的新范式:跨媒体学习。

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