#研究分享#【把课堂变成游戏情境】

#研究分享#【把课堂变成游戏情境】另类实境游戏(ARGAlternate Reality Game,把真实世界当作平台的交互式剧情,包含多媒体与游戏元素,故事情节随被参加者想法行为而变)普遍用于市场营销活动,且越来越多地用于数字媒体、科技与游戏研究中,还开始用于课堂班级集体教学,提升学生的新媒体素养技能。

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Alternate Reality Games can be used to reinforce classroom knowledge by encouraging collective learning practices and focusing on new media literacy skills. An Alternate Reality Game creates a game space from real-world locations by relying on information, both online and offline, to physically involve players in a game “space.” While the majority of large Alternate Reality Games, to date, have been used as part of marketing campaigns, an increasing number of faculty teaching topics in digital media, technologies, and game studies have begun to employ the alternate reality game in the classroom.

We argue that the affordances of Alternate Reality Games are best integrated within a play-revise-design” format. By appropriating this emerging format in classroom spaces, we hope to teach students concepts such as new media literacies, the values of “safe failure,” and social learning, while giving students the tools for interactive storytelling.

 

 

关于Alternate Reality Games,参考维基百科:

 

另类实境游戏(Alternate reality game,简称ARG)是一种把真实世界当作平台的交互式剧情,通常会包含多媒体与游戏元素,另类实境游戏的故事情节可以被参加者的想法或行动改变。

 

另类实境游戏中需要玩家的大量参与,剧情的发生是即时的,而且会受到玩家反应的影响。相对于传统电玩中,角色是被游戏中的人工智能所控制,角色在另类实境游戏中是被游戏的设计者所控制的。

 

玩家们直接与另类实境游戏中的角色互动,一起解决设计好的挑战或是谜题,也经常以一个社群的方式来分析剧情并协调现实生活与进行中的活动。

 

一般来说,另类实境游戏使用各式各样的媒体来传递讯息,例如:电话、电子邮件或信件。

 

 

标题:Lessons down a rabbit hole: Alternate reality gaming in the classroom

作者:Shira Chess and Paul Booth

来源:New Media Society , 2014 16: 1002

维基百科:http://zh.wikipedia.org/wiki/另類實境遊戲

全文下载:New Media Society-2014-Chess-1002-17

 


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