Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment.
Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade.
Each of the games--which range from
Vanished, an alternate reality game for middle schoolers promoting STEM careers, to
Ubiquitous Bio, a series of casual mobile games for high school biology students--has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context--most often the public school classroom, but also beyond the classroom.
The open access edition of this book was made possible by generous funding from the MIT Libraries and Klopfer's lab.
設計整合內容與遊戲的教育遊戲原則,並創造與學習者生活多個領域相連的學習體驗。
教育電子遊戲常常過於專注於學校課程所規定的特定學習成果,未能吸引年輕學習者。本書提出另一種方法,提供設計遊戲的指南,這些遊戲整合了內容與遊戲,並創造出與學習者生活多個領域相連的學習體驗。這些遊戲並非簡單的遊戲化工作簿,而是嵌入在探索、發現和合作的長期體驗中,考慮到學習環境。Resonant Games 描述了設計提供這種更深層學習體驗的遊戲的二十個基本原則,並將其與在麻省理工學院教育遊戲研究實驗室 Education Arcade 開發的五款遊戲或遊戲集合相連結。
這些遊戲從Vanished(一款為中學生設計的替代現實遊戲,促進STEM職業)到Ubiquitous Bio(一系列為高中生生物學學生設計的休閒手機遊戲)各有不同的故事,但都源於這些基本假設:尊重整體學習者,作為一個完整的人,而非等待填充的空容器;尊重學習與遊戲的社交性;尊重內容與遊戲之間的深層聯繫;以及尊重學習情境——通常是公立學校的教室,但也包括教室之外的環境。
本書的開放存取版本得益於麻省理工學院圖書館和Klopfer實驗室的慷慨資助。
Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and the Education Arcade at MIT, and author of
Augmented Learning: Research and Design of Mobile Educational Games (MIT Press).
Jason Haas is a game designer and Research Assistant at the MIT Media Lab and the Education Arcade.
Scot Osterweil is a game designer and Creative Director at the Education Arcade at MIT.
Louisa Rosenheck is an ed tech designer and Research Manager at the Education Arcade at MIT.
艾瑞克·克洛弗(Eric Klopfer)是麻省理工學院(MIT)謝勒教師教育計畫(Scheller Teacher Education Program)和教育遊戲中心(Education Arcade)的教授及主任,也是《增強學習:行動教育遊戲的研究與設計》(Augmented Learning: Research and Design of Mobile Educational Games,麻省理工學院出版社)的作者。
傑森·哈斯(Jason Haas)是遊戲設計師及麻省理工學院媒體實驗室(MIT Media Lab)和教育遊戲中心的研究助理。
斯科特·奧斯特維爾(Scot Osterweil)是麻省理工學院教育遊戲中心的遊戲設計師及創意總監。
路易莎·羅森赫克(Louisa Rosenheck)是麻省理工學院教育遊戲中心的教育科技設計師及研究經理。