好奇心
叙述的
冒险
预写
论证理论
说服
心理学
电子游戏
游戏设计
叙述性探究
数学教育
教育学
计算机科学
教学方法
多媒体
社会心理学
合作学习
认识论
语言学
人工智能
哲学
标识
DOI:10.1111/j.1467-8535.2009.01032.x
摘要
Abstract The purpose of this research is to investigate the impact of narrative design in a game‐based learning environment. Specifically, this investigation focuses the narrative design in an adventure‐styled, game‐based learning environment for fostering argumentation writing by looking at how the game narrative impacted player/learner (1) intrinsic motivation, (2) curiosity, (3) plausibility and (4) transference of game‐based experiences into prewriting activities. The methodological framework for this qualitative investigation is a case study with grounded theory methodology. The setting is an educational, three‐dimensional, immersive game‐based learning environment titled Murder on Grimm Isle , used to foster argumentation and persuasion writing for Grades 9–14. The participants included 20 college students. The findings of the investigation reveal that intrinsic motivation, curiosity and plausibility were first supported by the game‐like environment, and then sustained through the narrative and the environment. Additionally, game‐based experiences were transferred into prewriting activities. Unanticipated findings revealed some student resistance. The goal of this research is to gain a better understanding of narrative design for game‐based learning environments.
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