Peadom: An Endogenous Educational Game to Learn Hybridization and the Framework to Guide It

被引:0
作者
Mao, Yueer [1 ]
Li, Ping [1 ]
Zeng, Yuan [1 ]
Huang, Zhiyue [1 ]
机构
[1] Tsinghua Shenzhen Int Grad Sch, SZ-518055 Shenzhen, Peoples R China
来源
HCI INTERNATIONAL 2024 POSTERS, PT IV, HCII 2024 | 2024年 / 2117卷
关键词
Educational games; Game-based learning; Endogenous games;
D O I
10.1007/978-3-031-61953-3_37
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
In recent years, advanced techniques and proficient design skills have led to the rise of many educational games. Among these, games for science learning hold a significant place. However, many games designed for science education suffer from rigid implementation and poor playability, failing to stimulate players' interest and resulting in a limited educational impact. To address this, we propose the Endogenous Educational Games Design (EEGD) Framework. This framework guides designers in creating games around specific science themes, drawing on Ian Bogost's Persuasive Games theory and subsequent research. The gameplay of educational games should naturally evolve from the chosen theme, providing players with an engaging virtual environment to explore, learn, and understand the given knowledge. We developed a game called Peadom based on this framework. This hybridization-learning game allows players to control a pea hero living on a remote island, trying to understand the chaos in Peadom by hybridizing with other peas, having conversations, and solving puzzles. Through this game, players can enjoy the gameplay while learning about genes, hybridization, and other genetic knowledge. They will also understand the importance of gene diversity for biological species and reflect on gene-related scenarios in everyday life.
引用
收藏
页码:337 / 347
页数:11
相关论文
共 6 条
[1]  
Athavale S., 2020, ENDOGEN: Framework for Designing Endogenous Educational Games
[2]  
Bogost I., 2010, Persuasive games: The expressive power of videogames, DOI [https://doi.org/10.7551/mitpress/5334.001.0001, DOI 10.7551/MITPRESS/5334.001.0001]
[3]  
Bogost I., 2008, The Ecology of Games: Connecting Youth, Games, and Learning
[4]   Endogenous fantasy and learning in digital games [J].
Hahgood, M. P. J. ;
Ainsworth, S. E. ;
Benford, S. .
SIMULATION & GAMING, 2005, 36 (04) :483-498
[5]  
Hunicke R., MDA FORMAL APPROACH
[6]  
IJsselsteijn W. A., 2013, GAME EXPERIENCE QUES