论文标题

设计以叙述性为重点的角色扮演游戏,以用于可视化素养的幼儿

Designing Narrative-Focused Role-Playing Games for Visualization Literacy in Young Children

论文作者

Huynh, Elaine, Nyhout, Angela, Ganea, Patricia, Chevalier, Fanny

论文摘要

本文以游戏设计和教育研究为基础,介绍了以叙事为重点的角色扮演游戏,以促进幼儿的可视化素养。可视化素养技能对于理解我们周围的世界和构建有意义的可视化至关重要,但是,如何在很大程度上更好地发展这些技能仍在很大程度上被忽视和研究。直到最近,可视化界才开始填补这一空白,从而导致了初步研究和开发用于早期教育的教育工具。我们通过探索游戏化来支持学习学习,并通过利用叙事的存在在涉及可视化的数据相关问题中来实现基于游戏的设计来增加这些努力。我们研究了通过技术探测来包括叙事元素对学习的影响,这些探针以可视化,游戏设计和教育科学为基础的一组设计考虑因素。我们创建了两个游戏的版本 - 一种具有叙事元素,一个没有叙事元素 - 并使用受试者间研究设计对33名儿童参与者进行了评估我们的实例。尽管参与者要求由于其他元素而完成游戏的时间两倍,但发现此类元素的包含可以改善参与度而不牺牲学习。我们的结果表明,图形阅读技能的发展没有显着差异,但是在参与度和游戏的整体享受方面存在显着差异。我们报告收集的观察结果和定性反馈,并注意改进的领域以及未来的余地。

Building on game design and education research, this paper introduces narrative-focused role-playing games as a way to promote visualization literacy in young children. Visualization literacy skills are vital in understanding the world around us and constructing meaningful visualizations, yet, how to better develop these skills at an early age remains largely overlooked and understudied. Only recently has the visualization community started to fill this gap, resulting in preliminary studies and development of educational tools for use in early education. We add to these efforts through the exploration of gamification to support learning, and identify an opportunity to apply role-playing game-based designs by leveraging the presence of narratives in data-related problems involving visualizations. We study the effects of including narrative elements on learning through a technology probe, grounded in a set of design considerations stemming from visualization, game design, and education science. We create two versions of a game -- one with narrative elements and one without -- and evaluate our instances on 33 child participants between 11- to 13-years old using a between-subjects study design. Despite participants requiring double the amount of time to complete their game due to additional elements, the inclusion of such elements were found to improve engagement without sacrificing learning; our results indicate no significant differences in development of graph-reading skills, but significant differences in engagement and overall enjoyment of the game. We report observations and qualitative feedback collected, and note areas for improvement and room for future wook.

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