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題名:流體驗視角的信息素質教育遊戲整合地圖設計
書刊名:圖書館論壇
作者:吳建華徐越穎
出版日期:2017
卷期:2017(1)
頁次:33-38
主題關鍵詞:資訊素質教育遊戲遊戲地圖遊戲整合金字塔遊戲地圖流體驗Information literacy educational gamesGame mapGames integratingPyramid game mapFlow experiences
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文章以流體驗理論的即時反饋和內在激勵原理為指導,探索信息素質教育系列游戲的有效整合問題。針對前期設計的金字塔模型由一系列小游戲構成的特點,設計了一個金字塔游戲地圖,把系列小游戲嵌入其中,采用RPG Maker和Flash實現,通過實驗室測試考察金字塔游戲地圖的整合效果。金字塔游戲地圖層次分明、邏輯清晰,非常適合組織信息素質教育系列小游戲;地圖形式新穎,通關登頂活動有趣,能夠激起玩家興趣和內在動力。運用金字塔游戲地圖整合信息素質教育游戲的策略正確、可行,也證明了信息素質教育游戲金字塔模型的正確性。出于實驗室測試的需要,用于測試的金字塔游戲地圖被設計為一個模擬環境,與實際應用情境存在一定差異。
Guided with the principles of instant feedback and intrinsic motivation of flow experiences theory,this study explores how to effectively integrate the series games for information literacy education. As a pyramid model for game-based information literacy education has been proposed with a series of games in it,a pyramid game map is accordingly designed to embed the series games in it. RPG Maker and Flash are adopted to produce the integrating map and game. To examine the integration effect of the pyramid game map,subjects are recruited to play the game in a laboratory. It turns out that the pyramid game map is distinct with clear logic and is perfect for organizing the series mini-games for information quality education. The map is novel and the activity of playing each mini-game so as to pass each level and reach the peak is appealing. It is able to provoke the interests and intrinsic motivation of players. The strategy to integrate information literacy education games with a pyramid game map is correct and feasible, therefore, the validity of the pyramid model for game-based information literacy education is also proved. For the convenience of laboratory test,the pyramid game map for testing is designed in a simulation environment,which quite differs from the practical application situation.
期刊論文
1.Kiili, Kristian、De Freitas, Sara、Arnab, Sylvester、Lainema, Timo(2012)。The design principles for flow experience in educational games。Procedia Computer Science,15,78-91。  new window
2.吳建華、馬祥濤、陳雅楠(2014)。信息素質教育遊戲中的學習支架研究。圖書情報工作,2014(23),69-75。  延伸查詢new window
3.羅丁、吳建華、張錚(2015)。信息素質教育遊戲挑戰--技能平衡策略。圖書情報工作,2015(17),19-25。  延伸查詢new window
4.Yang, Harrison H.、吳建華、陳雅楠(2015)。面向問題解決的信息素質教育遊戲設計。圖書情報工作,2015(17),6-12。  延伸查詢new window
5.楊丹、吳建華、何秀玲(2015)。信息素質教育遊戲的教育性與遊戲性融合模型。圖書情報工作,2015(17),13-18。  延伸查詢new window
6.Wu, Jianhua、Chen, Yanan、Ma, Xiangtao(2015)。Balance between education and game-play: Taking design and optimization of book classification mini-game as an example。Chinese Journal of Library and Information Science,8(1),53-65。  new window
7.黃俊卓、李亮(2014)。基於RPG Maker XP的"南國精英"遊戲地圖製作。電腦知識與技術,2014(1),147-150。  延伸查詢new window
8.馬穎峰、隋志華(2010)。基於Flow理論的教育遊戲沉浸性設計策略研究--教育遊戲活動難度動態調控研究。電化教育研究,2010(3),54-57。  延伸查詢new window
9.胡立如、丁靜靜、馬穎峰(2016)。時間限制對沉浸體驗的影響機制--基於教育遊戲情境的實證研究。開放教育研究,2016(2),113-120。  延伸查詢new window
10.李艶、陳彩、李鐵松(2012)。遊戲地圖中的分層動態路徑搜索算法。計算機工程,2012(2),288-289。  延伸查詢new window
11.李梟、牟超、林濤(2013)。基於多目標優化的遊戲地圖生成研究。四川大學學報.自然科學版,2013(1),67-72。  延伸查詢new window
12.Webster, Jane、Trevino, Linda Klebe、Ryan, Lisa(1993)。The dimensionality and correlates of flow in human-computer interactions。Computers in Human Behavior,9(4),411-426。  new window
13.Choi, Dongseong、Kim, Jinwoo(2004)。Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents。CyberPsychology & Behavior,7(1),11-24。  new window
14.Hoffman, Donna L.、Novak, Thomas P.(1996)。Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations。Journal of Marketing,60(3),50-68。  new window
會議論文
1.Wu, Jianhua、Yang, H. Hao、He, Xiuling(2012)。A preliminary study on developing computer games for information literacy education。The 4th International Conference on Internet Multimedia and Computing and Service。New York:ACM (ICPS)。223-226。  new window
圖書
1.陳雅楠(2016)。以用戶體驗為中心的信息素質教育遊戲網站的設計與實現。武漢:華中師範大學。  延伸查詢new window
其他
1.Csikszentmihalyi, Mihaly(1992)。Flow: The Psychology of Optimal Experience. New York, NY:。  new window
 
 
 
 
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