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A Game Design Plot: Exploring the Educational Potential of History-Based Video Games

机译:游戏设计情节:探索基于历史的视频游戏的教育潜力

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摘要

The number of video games that are developed based on real historical events and evidence is increasing. These history-based video games provide learning opportunities to players, but a certain type of such games-first- and third-person shooters-has not been carefully examined for their potentials. Knowing what players say about their game experience-even if the information and knowledge are inaccurate-helps researchers understand what type of learning could happen with such games. In this article, we propose a systematic approach to assessing games as learning environments, using the method of comparing the authenticity of popular history-based video games. Through a qualitative data analysis, we studied players' comments on the web-based communication services, such as game forums, digital distribution platforms, and discussion websites. Casual players' conversations on these websites showed that there exist several learning potentials in the games for players, including building their understanding about history and historical forces of the time, through personally relating to specific events, social artifacts, and places.
机译:基于真正的历史事件和证据开发的视频游戏的数量正在增加。这些基于历史的视频游戏为玩家提供学习机会,而是某种类型的游戏 - 第一和第三人称射击者 - 没有被仔细检查他们的潜力。了解玩家对他们的游戏经历说什么 - 即使信息和知识不准确 - 帮助研究人员了解这些游戏可能会发生什么类型的学习。在本文中,我们提出了一种系统的方法,可以使用比较基于历史的视频游戏的真实性的方法评估游戏作为学习环境。通过定性数据分析,我们研究了对基于Web的通信服务的参考资料,例如游戏论坛,数字分发平台和讨论网站。休闲球员对这些网站的谈话表明,参与者的游戏中存在几个学习潜力,包括建立他们对时间的历史和历史力量的理解,通过亲自与特定事件,社会文物和地点有关。

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