期刊文献+

大型网络游戏活动中的学习行为研究——以《九阴真经》为例 被引量:1

Study on Learning Behavior in Massive Online Game Age of Wushu
下载PDF
导出
摘要 文章运用游戏学习理论,以玩家身份分析大型网络游戏《九阴真经》中的学习行为。游戏围绕武侠文化这一鲜明的主题构建帮会等复杂的社会结构,设计丰富多彩的武林争战活动,辅之以新奇的奖励和灵活多样的支架,吸引、激励、帮助玩家主动、自觉地学习、交流,努力解决问题、赢得胜利。帮会活动促进玩家互动、锻炼玩家的组织协作能力。在给玩家新奇丰富游戏体验的同时提供大量的学习机会,这些都值得信息素质教育游戏设计者借鉴。 The learning behavior in massive online game Age of Wushu is analyzed with game-based learning theory from the angel of a player. Centering on the distinctive theme of martial arts culture, complex social structures such as Gang are constructed, a variety of colorful fight activities are designed, and fancy rewards and flexible scaffolding are provided, to attract, motivate and help players study actively and consciously so as to solve problems and win. Activities of Gang promote interaction among players and build up players' ability of organization and cooperation. It provides players with novel and rich game experience as well as abundant learning opportunities and is worthy of reference for designers of information literacy educational game.
作者 肖涵 吴建华 XIAO Han WU Jian-hua
出处 《图书馆论坛》 CSSCI 北大核心 2017年第1期39-45,共7页 Library Tribune
基金 国家社会科学基金项目"信息素质教育网络游戏模型与实证研究"(项目编号:13BTQ024)阶段性研究成果之一
关键词 网络游戏 游戏学习 游戏活动 学习行为 九阴真经 信息素质教育游戏 online game game-based learning game activity learning behavior Age of Wushu information literacy educational game
  • 相关文献

参考文献5

二级参考文献90

共引文献64

同被引文献3

引证文献1

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部