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1.
The aim of this paper is to study the implementation of online games to encourage public participation in urban planning. Its theoretical foundations are based on previous work in public participatory geographical information systems (PP GISs), play and games, with a special focus on serious games. Serious games aim to support learning processes in a new, more playful way. We developed the concept of playful public participation in urban planning, including playful elements such as storytelling, walking and moving, sketching, drawing, and games. A group of students designed an online serious public participatory game entitled NextCampus. The case study used in NextCampus was taken from the real-world question of a possible move of a university campus to a new location in the city of Hamburg, Germany. The development of the serious public participatory game NextCampus resulted in a physical prototype, user interface design, and a computational model of the game. The NextCampus game was tested with the help of two groups of urban planning students and presented to three external experts who provided valuable recommendations for further development. The critical comments questioned the level of complexity involved in such games. The positive comments included recognition of the potential for joy and the playfulness a game like NextCampus could evoke.  相似文献   

2.
Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers.  相似文献   

3.
Following the increasing calls for a more skeptical analysis of web 2.0 and the empowerment of learners' voices in formulating upcoming technologies, this paper elaborates on the participatory design of a web learning environment. A total of 117 undergraduate students from two Greek Informatics Departments participated in 25 participatory design sessions, employing two needs' elicitation techniques, with the aim of envisioning a learning platform that meets their learning particularities and needs, incorporates and exploits their new technological habits, and can be harmoniously situated in their daily routine. Overall, 773 needs were elicited, proving that students had refined views about the elements that can render the next wave of e‐learning applications successful. They convincingly demonstrated their web 2.0 mentality but sought for a smooth transition to the new environment, promoting an evolution rather than a revolution. The resulting set of needs demarcates a zone of expectancies where the enhancement of the learning content and the contextualization of knowledge remain top priorities with revamped opportunities, while networking, participation and collaboration complement and improve their characteristics. Our study is an example of exploiting participatory design for exposing students' thoughts and requirements from a critical design perspective.  相似文献   

4.
Game-based learning and 21st century skills have been gaining an enormous amount of attention from researchers and practitioners. Given numerous studies support the positive effects of games on learning, a growing number of researchers are committed to developing educational games to promote students’ 21st century skill development in schools. However, little is known regarding how games may influence student acquisition of 21st century skills. This paper examines the most recent literature in regard to game-based learning and identified 29 studies which targeted 21st century skills as outcomes. The range of game genres and game design elements as well as learning theories used in these studies are discussed, together with the range of indicators, measures and outcomes for impacts on 21st century skills. The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development. The paper also provides valuable insights for researchers, game designers, and educators in issues related to educational game design and implementation in general.  相似文献   

5.
Educational mini-games, one of the applications of game-based learning, have been widely used to benefit student learning. However, few studies have examined the influence of competition-driven educational games on students’ behaviors, which might offer insights into how to develop well-designed educational games. Thus, this study discusses a Pet-Master system, as an example of a competition-driven educational game, in an investigation of students’ behaviors through both event-based and time-based analysis. Two empirical studies were conducted using the two types of analysis. The results of the event-based analysis indicated that the behaviors can be categorized into two parts: competition-driven and learning cycles. Evidence from the time-based analysis showed that the two behavior cycles appeared in an alternating way with a lower transition frequency. Based on the results we develop a design framework for competition-driven educational games, which illustrates the relationship among the social, learning, and gameplay dimensions. The framework and its application might serve to optimize learning outcomes and influence the way games are designed in order to maximize educational benefits in the future.  相似文献   

6.
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom’s revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components.  相似文献   

7.
In this paper, we identify key challenges faced by computer-based assessment (CBA) in secondary education and we put forward a framework of design considerations: design with the students and teachers, select the most appropriate media platform and plan an evolution rather than a revolution of prior practices. We present the CBA application ‘MyTest’ which was developed using the participatory methodology We!Design, with the collaboration of 31 students and teachers. The application is targeted for the Tablet PC platform, provides “digital ink” capabilities and supports both closed-type and open questions, facilitating the transfer of traditional assessment practices to CBA. Both students and teachers were excited about the design sessions, and they asserted that they would rely more on educational software designed using this approach. The comparison of the ‘MyTest’ application with an assessment application developed with the same participatory methodology and the involvement of 40 undergraduate students revealed dissimilar expectations and needs of high school and undergraduate students that are often disguised or misinterpreted. A pilot evaluation of the application in real learning conditions was conducted with 31 students using Tablet PCs and with 37 students using traditional PCs. Interestingly, the Tablet PC platform rendered the ‘MyTest’ application more useful and usable to the students, validating our claims.  相似文献   

8.
Digital educational games research tends to lack ecological validity by not adequately taking into account the views and perspectives of children and young people with autism spectrum disorders (ASD). This paper is a pilot study that explores and analyses an academic‐based educational game that was co‐designed with and for young people with ASD. The serious game aims to help the players learn Geography‐specific knowledge and integrates several strategic features so that users can collaborate together against the computer or compete against each other. The educational game was evaluated over 5 sessions by 3 peer teams from 2 different special educational institutions, involving a total of 6 students with ASD. The participants were positive about their enjoyment, motivation, and social engagement. The results showed that the players' level of competitiveness not only influenced the experience within the game but also the interaction within the peer teams. The game mechanisms did help the participants with ASD increase their knowledge in Geography content. The main conclusion is that there are considerable benefits of including children with ASD in the design process and future research should explore more fully on how their involvement can enhance curriculum‐based learning as well as social engagement within the classroom.  相似文献   

9.
Children represent an increasingly relevant target group of the game industry. Nevertheless, they are rarely involved in development processes. This article introduces child-centered game development (CCGD) approaches for the game design within the context of the school. Therefore, suitable HCI approaches from user-centered and participatory design as well as educational principles and approaches were used as a foundation. The CCGD approaches illustrate how to guide the involvement and participation of children aged 10–14 years in school classes within the development process of games. Approaches for the analysis, conceptualization, and design phases were developed and applied.  相似文献   

10.
The aim of this paper is to describe a methodology for using Cultural‐Historical Activity Theory (CHAT) at the initial stages of the design process of an educational game, by exploring how the theory can be used as a framework for producing not only usable but also useful computer tools. The research also aimed to investigate how the theory could be used for designing computer tools for learning science. Although CHAT and specifically the concepts of ‘activity system’ and ‘contradictions’ were used as the basis for the design and development of the educational game, subsidiary design guidelines also contributed significantly to this process. These derived from the research fields of Human Computer Interaction and Science Education and from students' everyday experiences when playing video games at home. The educational game produced was concerned with the teaching and learning of ‘Expansion and Contraction of Air’ in primary science, a subject that existing research suggests is conceptually difficult for students. As far as the main outcomes of the study are concerned, it was revealed through the implementation of the game that contradictions could be adequately resolved, while stakeholders' needs and motives could be appropriately addressed.  相似文献   

11.
This article presents a study on the perception of 63 students and 15 teachers of two Brazilian public school, which took part in the pilot test of the OLPC educational laptop XO. For the students, the XO turned classes more attractive mainly because they changed from individual learning to collective research. The internet, the games and the learning aid are the most important XO's functionalities but gender and age impacted the results. Boys value the laptop for its recreation attribute while girls use the computer for interaction with people and to improve learning at school. Younger students like mostly the games while the older ones value the social interaction and research. The XO design is suitable for students under 6 years old but considered too toyful by the older ones. Rather than an educational tool, the students recognize the XO as a means of communication/entertainment. Despite an initial resistance to the OLPC project, the teachers understand that the introduction of a laptop as a pedagogical tool was worthy, because it enhanced learning, communication and social skills. Technical problems should be override and a sustainability plan should be promoted before the educational project is implemented countrywide.  相似文献   

12.
Mary Flanagan 《AI & Society》2006,20(4):493-505
This paper provides an overview of creating games for change from within an academic context, focusing specifically on the development of educational computer games for middle school girls. The essay addresses larger issues such as the cultural importance of computer games, the difficulty in categorizing a diverse user group such as “girls,” and the ways in which one could design game goals to promote diverse play and learning styles. Through such alternate design strategies, both media makers and students can incorporate significant social intervention into media work.
Mary FlanaganEmail: Phone: +1-212-7724949
  相似文献   

13.
Abstract   In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.  相似文献   

14.
The aim of this article is to study the learning processes that take place in an interactive research project, which involved university researchers as well as ergonomic practitioners. The project simultaneously developed and tested a new framework—designated Workspace Design—for intervention in workplace design processes in companies. The basic idea in Workspace Design was that ergonomists should take a new role and apply new participatory methods when involved as consultants. The course of the project was evaluated by the application of social learning theory. The goal was to find out if and why the ergonomic practitioners had learned to practice the new concept by themselves. The results confirm that learning to some extent took place with help from two different mechanisms: learning by interacting and learning by practicing. Three factors are of crucial importance to the successful transfer of a new framework to ergonomic practitioners: 1) the practitioners must take part in developing and testing the framework and the subsequent interpretation of results, 2) they must have the opportunity to practice the framework in the daily consultancy setting and then reflect on their experiences, and 3) their consultancy organization must be committed to adopt the new framework. © 2012 Wiley Periodicals, Inc.  相似文献   

15.
The use of educational games in learning environments is an increasingly relevant trend. The motivational and immersive traits of game-based learning have been deeply studied in the literature, but the systematic design and implementation of educational games remain an elusive topic. In this study some relevant requirements for the design of educational games in online education are analyzed, and a general game design method that includes adaptation and assessment features is proposed. Finally, a particular implementation of that design is described in light of its applicability to other implementations and environments.  相似文献   

16.
In its traditional stance, participatory design (PD) is centred on certain work/application settings and is concerned with the involvement of representative users from these contexts. Nevertheless, current web technologies enable new forms of distributed participation which might allow PD processes to be implemented in a broader and flexible way, but may at the same time raise new issues in relation to participation. In this paper, we report on a Participatory Product Development project, using social technologies, where new issues were raised—a large population of heterogeneous and globally distributed users; a range of personal and institutional purposes, and the use of these technologies in a largely untested environment. We will reflect on insights that we gathered by through observation of and participation in a software development process driven and influenced by members of an existing online community. By means of participatory observation, analysis of the use of online tools and through semi- structured interviews we identified issues around different notions of timeliness and of process structures that are related to different roles, responsibilities and levels of experience. Our results indicate that the involvement of heterogeneous users in such a context needs to be handled carefully, for the reasons we set out. The role of user representatives acting for a broader online community can become crucial when managing heterogeneity, formulating acceptable compromises and- perhaps most crucially- dealing with different professional and ‘hobbyist’ worldviews. Additionally, we found that the use of standard web technologies only partly support online participation processes. PD ‘in the wild’ needs to be better embedded in use situations and environments (e.g., by linking discussion and design space, using feedback tools, continuous reflection of the current state of development) rather than refining participatory design as a meta-process separate from use.  相似文献   

17.
18.
Collaboration analysis methods should be adapted to the needs of their users to be more effective. This paper presents DESPRO, a method that guides learning designers and teachers through the steps needed to provide support adapted to the participants in CSCL situations, based on a semi-automatic process of role detection. DESPRO is supported by a structured characterization of participatory roles defined by means of social network analysis metrics, and on a framework that guides the definition of the roles to be identified and supported. This paper describes the method and its application in a case study to identify and provide support to the roles played by the teacher and the students in a university course. The case study shows how the method defines a flexible approach to meet the desired goal of providing support adapted to the needs of different users (i.e., roles) in CSCL settings.  相似文献   

19.
This paper provides a rationale for a class of mobile, casual, and educational games, which we call UbiqGames. The study is motivated by the desire to understand how students use educational games in light of additional distractions on their devices, and how game design can make those games appealing, educationally useful, and practical. In particular, we explain the choices made to build an engaging and educational first example of this line of games, namely Weatherlings. Further, we report results from a pilot study with 20 students that suggest that students are engaged by the game and are interested in learning more about academic content topics, specifically weather and climate, after playing the game. Research should continue to determine whether Weatherlings specifically does increase learning in these areas, and more generally to determine whether any learning gains and similar results with regard to engagement can be replicated in other content areas following the general model for game design.  相似文献   

20.
It is widely agreed that the traditional process of schooling can benefit from the usage of computers as supportive tools. Of various approaches using computers in education over the last decade, e-learning and edutainment have become the most prominent. Recently, a number of authors have criticised these approaches arguing that they conserve traditional ‘drill and practice’ behaviouristic methods of teaching instead of enhancing and augmenting them. It has been proposed that a ‘paradigm shift’ is needed and that this shift may come through utilizing all the advantages of full-fledged video games, so-called digital game-based learning (DGBL). However, several case studies reported serious problems with the DGBL. Among the most notable issues are the lack of acceptance of games as an educational tool, problems with integration of games into formal schooling environments, and the so-called transfer problem, which is the problem of the inherent tension between game play and learning objectives, the tension that mitigates the ability of students to transfer knowledge gained in the video game to the real-world context. Here, we present a framework for an augmented learning environment (ALE), which verbalises one way of how these problems can be challenged. The ALE framework has been constructed based on our experience with the educational game, Europe 2045, which we developed and which has been implemented in a number of secondary schools in the Czech Republic during 2008. The key feature of this game is that it combines principles of on-line multi-player computer games with social, role-playing games. The evaluation which we present in this paper indicates the successful integration of the game and its acceptance by teachers and students. The ALE framework isolates key principles of the game contributing to this success, abstracts them into theoretical entities we call action-based spaces and causal and grounding links, and condenses them in a coherent methodological structure, which paves the way for further exploitation of the DGBL by educational game researchers and designers.  相似文献   

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