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Research On The Design Method Of Constructive Toys Based On Game-based Learning Environment

Posted on:2022-07-04Degree:DoctorType:Dissertation
Country:ChinaCandidate:D W YangFull Text:PDF
GTID:1481306737992779Subject:Industrial Design and Engineering
Abstract/Summary:PDF Full Text Request
Game-based learning has attracted worldwide attention,because it follows the game mechanism and creates a experience of learning in fun for learners.Constructive toys are tools that use modules with the same or different shapes and functions to play games during assembly.In the game-based learning environment,constructive toys are often used as an important medium to guide users to construct their own knowledge system and enhance innovative thinking during the game.However,domestic toy companies lack a design method for game-based learning as a guide in the research and development of constructive toys,resulting in severely weakened educational value and entertainment effects that constructive toys should have,and the user experience is greatly affected.It also hinders the independent innovation of local toy companies.Therefore,this article focuses on the game-based learning environment,and studies the design rules of each experience element of constructive toys and the "user experience design method" for systematic application of these rules.1.The establishment of a research framework for the design method of constructive toys for game-based learning.Through the discussion of the research status of constructive toys and related fields,as well as the the analysis of user experience design,game-based learning,and modular system,the significance and research direction of constructive toys design are clarified.On this basis,a research framework for constructive toys user experience design methods is formed.This framework includes the selection of experience elements,research on design elements in the dimension of sensory experience,operation experience,comprehension experience,and the establishment of user experience design method.It provides a work plan for this research.2.The selection of design elements based on user experience for constructive toys.The research uses the KJ method to summarize and analyze the experience of constructive toy users in game-based learning environment and the opinions of related teachers and experts,and find some entry points to solve the user experience problems of constructive toys.The appearance,connection mode,game architecture,and practical functions are extracted from it as the design elements of sensory experience dimension,operating experience dimension,and comprehension experience dimension.And the important research goals in each dimension are obtained.These works establish the direction for studying the design rules of each experience element of constructive toys.The following research includes:(1)Research on appearance features of constructive toys based on sensory experience.The expert evaluation method used to clarify that the shape,color and material in the appearance factors of constructive toys are respectively important for identifying constructive toys,experiencing the game style of constructive toys,and perceiving the learning theme situation created by constructive toys.On this basis,three perceptual experiments are carried out to study the relationship between the characteristic changes of these appearance factors and the realization of sensory experience goals.In the shape recognition experiment,the researcher asked users to distinguish the shapes of typical constructive toy modules and perceive emotional information,and then correlate the recognition results with the design expectations.The purpose is to study the degree of match between different shapes and the user's experience.Obtained from the experiment the prototype shapes of the constructive toy modules with a visual matching degree of more than 80% and an emotional matching degree of more than 0.8,it means that they are highly matching the user's cognition and emotional experience.In the color selection experiment,a unified semantic difference scale was used to quantitatively describe the perceptual image of toy color and game style,in order to study the relationship between the two perceptual images,and then obtain the scope of application of different colors.It can be seen from the results that constructive toys that support practice games emphasize cool colors,constructive toys that support symbolic games emphasize warm colors,constructive toys that support regular games emphasize cool colors and three neutral colors of black,white and gray,the applicable colors of constructive toys that support construction games involve cool,warm,and neutral colors.In the material selection experiment,a unified semantic difference scale was used to quantify the perceptual images brought to users by the context of each gamification course and different toy making materials,and the numerical similarity between the two was analyzed.Discover the correlation between various materials and learning situations of different topics.It can be seen from the results that in the application fields of basic knowledge practice courses,the order of relevance is wood>stone>metal>plastic>paper>clay.In the application fields of humanities and art creation courses,the order of relevance is paper>clay>wood>stone>plastics>metal.In the application field of engineering technology production class,the relevant order is metal>plastic>stone>wood>paper>clay.These research results provide corresponding references for the design of construction toys based on sensory experience.(2)Research on game architecture and connection mode of constructive toys based on operating experience.Experiments are conducted to study the impact of the toy's game task structure and the connection mode of the modules on the user experience.In the usability comparison of the game architecture,test the single-line task structure,multi-line convergent task structure,multi-line open task structure,and constructive gamified learning structure from three aspects of effectiveness,efficiency,and satisfaction.The purpose is to study the support level of various game task structures for game-based learning.From the results,it can be seen that the constructive gamified learning structure provides good support for the execution of gamified learning tasks,the effectiveness and efficiency of knowledge mastery,and flow response.It is an ideal form of game architecture.Through the usability experiment of the module connection method,the five common connection methods are tested for assembly information feedback,combination structure stability,assembly and disassembly convenience,and module freedom test,which is in order to analyze the pros and cons of various connection methods.It can be seen from the results that the probability of incorrect operation is the lowest when the plug-in type or nut type is used,the strength of the connection with nut type,adhesive type and plug-in type is high,and the efficiency of assembly and disassembly of the splice type is the highest.The free combination effects of splicing,magnetic and adhesive connection are all ideal.These research results provide a corresponding basis for the design of constructive toys based on operating experience.(3)Research on adaptive expression of practical functions based on comprehension experience.According to the current learning situation of Chinese students,the goal of using constructive toys for comprehension experience is focused on learning transfer.Through the learning transfer experiment,we study the influence of the degree of difference in formal expression between practical functions and game functions on users' learning transfer.It can be seen from the results that when the practical function of the constructive toy has a small change in the form of expression compared to the game function,it is beneficial for users aged 7-12 to carry out various learning transfer activities.It can be seen from the results that when there is a small difference in the form of expression between the practical function and the game function of constructive toys,it is beneficial for users aged7-12 to carry out various learning transfer activities.For users with better cognitive abilities and knowledge reserves,appropriately strengthening the difference between the expression of practical functions and the expression of game functions can further improve the user's learning transfer level.This research result provides a corresponding reference for the design of constructive toys based on comprehension experience.3.The establishment of user experience design methods for constructive toys aimed at game-based learning.Based on the research results of the design elements in each experience dimension of the constructive toys,a user experience design method that integrates the design rules of each element is formed,and a process model of the user experience design of the constructive toys is generated.It aims to establish an evaluation system for constructive toys involving user sensory experience,operating experience,and comprehension experience,and generate a model suitable for tripartite evaluation by users,designers,and educators.Researchers took the design of constructive toy related to traditional woodblock New Year pictures as an example to verify the effectiveness of related user experience design methods.
Keywords/Search Tags:constructive toys, game-based learning, user experience design, appearance, game architecture, module connection, practical functions
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