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Defining Digital Game-Based Learning for Science, Technology, Engineering, and Mathematics: A New Perspective on Design and Developmental Research
Journal of Medical Internet Research ( IF 5.8 ) Pub Date : 2021-02-19 , DOI: 10.2196/20537
Shahrul Affendi Ishak , Rosseni Din , Umi Azmah Hasran

In the modern age, digital games are widely used as informal media for Science, Technology, Engineering, and Mathematics (STEM) education and medical therapy for game-based learning. Digital games provide learners with a graphical system of interaction that enhances scientific concepts within an enjoyable environment. The vastly increasing number of digital games produced in the market affects the quality of STEM digital games while requiring multidisciplinary expertise. This paper proposes a framework for STEM digital game-based learning encompassing input-process-output stages. Several studies from the early 2000s onward were reviewed to discuss and present a new perspective on a framework for the design and development of digital games, particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs as output. This simple and precise framework will generate a universal product for various types of learners. It can thus be used as a guideline for game designers, developers, and experts to develop STEM digital games and achieve better learning outcomes.

This is the abstract only. Read the full article on the JMIR site. JMIR is the leading open access journal for eHealth and healthcare in the Internet age.


中文翻译:

为科学,技术,工程和数学定义基于数字游戏的学习:设计和开发研究的新视角

在现代时代,数字游戏被广泛用作科学,技术,工程和数学(STEM)教育以及基于游戏的学习的医学疗法的非正式媒体。数字游戏为学习者提供了一个互动的图形系统,可在令人愉悦的环境中增强科学概念。市场上大量生产的数字游戏影响了STEM数字游戏的质量,同时又需要多学科的专业知识。本文提出了一个基于STEM数字游戏的学习框架,其中包括输入-过程-输出阶段。回顾了从2000年代初开始的几项研究,以讨论和提出有关数字游戏(特别是STEM)设计和开发框架的新观点。该拟议框架包括数字游戏开发作为输入,体验为过程,并构建为输出。这个简单而精确的框架将为各种类型的学习者提供通用的产品。因此,它可以用作游戏设计师,开发人员和专家开发STEM数字游戏并获得更好学习成果的指南。

这仅仅是抽象的。阅读JMIR网站上的全文。JMIR是互联网时代电子健康和医疗保健领域领先的开放获取期刊。
更新日期:2021-02-19
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