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Prevalence of Direct and Emergent Schema and Change after Play
Informatics in Education Pub Date : 2019-04-13 , DOI: 10.15388/infedu.2019.09
Kit MARTIN , Michael HORN , Uri WILENSKY

This paper describes visitor interaction with an interactive tabletop game on the topic of evolutionary adaptations of social insects that we designed in collaboration with a large American museum. We observed visitors playing the game and talked to them about the experience. The game explores the emergent phenomena of ant behavior. Research has shown that such emergent behavior is difficult for people to understand, and that there are different emergent schemas that work best for understanding these phenomena. We tested the visitors preand post-gameplay and counted the prevalence of visitors expressing direct and emergent schemas of complex processes. We then considered four hypotheses measuring changes between these schemas and found that two groups shifted their schemas. To better understand this change we provide a qualitative overview of the visitors’ interactions. Our exhibit, called Ant Adaptation, takes the form of an agent-based modeling game that integrates complex system learning with gameplay. We video recorded 38 groups (114 participants) playing the game and conducted preand post-gameplay interviews. We coded the groups that contained children for this analysis: 9 groups (27 participants). Our results show that visitors held both emergent and direct schemas before and after play, and three people changed from direct schemas before play to emergent schemas after play. We then examine the process of how one of these groups shifted their schemas.

中文翻译:

直接和新兴图式的盛行以及比赛后的变化

本文介绍了与互动式桌面游戏的访客互动,主题是我们与大型美国博物馆合作设计的社交昆虫的进化适应问题。我们观察了玩游戏的访客,并与他们进行了交谈。该游戏探索了蚂蚁行为的新兴现象。研究表明,这种突发行为很难让人理解,并且有不同的突发模式最适合理解这些现象。我们测试了访客在游戏前后的玩法,并计算了访客表达复杂过程的直接模式和紧急模式的普遍性。然后,我们考虑了四个假设,这些假设测量了这些模式之间的变化,发现两组人改变了他们的模式。为了更好地理解这种变化,我们对访问者的互动进行了定性的概述。我们的展览称为“蚂蚁适应”,采用基于代理的建模游戏的形式,该游戏将复杂的系统学习与游戏玩法相结合。我们录制了38个小组(114名参与者)玩游戏的视频,并进行了赛前和赛后采访。我们对包含儿童的组进行了编码以进行此分析:9个组(27位参与者)。我们的结果表明,访客在游戏前后都持有紧急模式和直接模式,三个人从玩前的直接模式变为玩后的紧急模式。然后,我们检查其中一个小组如何转移其架构的过程。我们录制了38个小组(114名参与者)玩游戏的视频,并进行了赛前和赛后采访。我们对包含儿童的组进行了编码以进行此分析:9个组(27位参与者)。我们的结果表明,访客在游戏前后都持有紧急模式和直接模式,三个人从玩前的直接模式变为玩后的紧急模式。然后,我们检查其中一个小组如何转移其架构的过程。我们录制了38个小组(114名参与者)玩游戏的视频,并进行了赛前和赛后采访。我们对包含儿童的组进行了编码以进行此分析:9个组(27位参与者)。我们的结果表明,访客在游戏前后都持有紧急模式和直接模式,三个人从玩前的直接模式变为玩后的紧急模式。然后,我们检查其中一个小组如何转移其架构的过程。
更新日期:2019-04-13
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