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Based On The Flow Theory Of The Dynamic Design Of Educational Games, Activities Difficulty

Posted on:2011-10-02Degree:MasterType:Thesis
Country:ChinaCandidate:Z H SuiFull Text:PDF
GTID:2207360305996229Subject:Education Technology
Abstract/Summary:PDF Full Text Request
Along with the development of computer game particularly network game, more and more young people wallow in these games, even has caused cybercrime social questions and so on. When people worrying about the negative influence which game brings, also thinking the reason that game attracts students and the educational potential of games. Hereafter, taking the game as a method, taking educates as the goal educational game arises at the historic moment in our country. The educational game's original intention is very good, but his effect is unsatisfactory. The present situation is many teachers and parents couldn't be able to accept the educational game. Even if has accepted, the educational game's effect did not want to anticipate that well.Many educational games could not attract the student or can only attract little partial students. So, not only could not manifest "learned through playing" the thought but also far from the realization of educational goal.How to let the educational game attract the student and cause the student have the immersion feeling in the educational game is the key point in this article studies.Before, myself has done some aspect research under teacher's instruction and has written some related article:"the Research of NPC and Learns'Posting Sense's relationship in Education Network Games——Thinking from Games-to-teach Project","the Design Strategy Research of Immersion in Educational Games Based on the Flow Theory——the Research of Dynamic Control on the Difficulty of Game Activities"The present educational game provides establishes in advance fixed difficulty game activities or checkpoints, which cause all students to immerse with difficulty. Therefore, if want all students with the different level can enter games and maintain one kind of immersion study condition, one of ways is lets the student find their own "challenge-skill" balance point as soon as possible. This paper proposed the design strategy of dynamic control on the difficulty of game activities so that all students can be benefit in game based on the analysis to the balanced relationship of "challenge-skills" and the elements of students' skills. The goal of dynamic regulating educational game activities'is lets the students with the different level can have the immersion feeling in the game. This goal may overcome the malpractice which is brought because of the teacher is only aims the majority students'situations in the class. The malpractice is as follows:The student with very bad foundation may produce anxious to teacher's explanation, but the outstanding student may be sick of teacher's explanation.This article introduced the research background and the research significance in the first chapter. And from the flow theory, the educational game software's design and the development theory, the educational game software's practice explored these three angles to analyze domestic and foreign research present situation of this topic. The second chapter has limited the related concept and introduced correlation theory foundation of the educational game software design.This article's central content is the third chapter and the fourth chapter. The third chapter has conducted the preliminary study to the flow theory as well as students'immersion feeling. This part also summarized the method of raising immersion feeling based on the analysis of the "challenge-skill" balanced relations in flow theory. The challenge and the skill of students'have been limited in this part.The fourth chapter integrates the flow theory middle the design and the development of educational game. This part also specifically analyzes the dynamic design process and analyzes the question which in each step design process should pay attention to. The dynamic design process is as follows:First, monitor the student's operation behavior in game. Second, analyze the student's behavior information which is monitored. Third, dynamic regulate game activities according to the data which is analyzed.The fifth chapter, according to the above theories, and to the necessity and the feasibility as well as to the learner and the study target analysis's foundation, the author designed one educational game case which can dynamic regulate game activities'difficulty, and carried on the experiment about this case in the junior middle school third grade. Finally the author summarized the experiment conclusion, which is designing educational game by the way of dynamic regulating game activities' difficulty can enhance the different level student's immersion feeling and student's study interest. The author proposes introspection and forecast in this part. Hope that the research of this topic can provide some enlightenment.
Keywords/Search Tags:educational game, flow theory, "challenge - skill" balanced relations, dynamic regulation of game activities' difficulty
PDF Full Text Request
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