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Balance between education and game-play — A case study of design and optimization of the mini-game book classification | |
WUJianhua1; CHEN Yanan1; MA Xiangtao2; Jianhua Wu(Email:wujh@mail.ccnu.edu.cn) | |
2015-03-25 | |
Source Publication | Chinese Journal of Library and Information Science
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Volume | 8Issue:1Pages:53-65 |
Other Abstract | Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games. Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality IL games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: 1) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students.
Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games. ; Purpose: Based on our experience of designing and testing a computer-based game for teaching undergraduate students information literacy (IL) concepts and skills, this paper summarizes the basic strategies for striking a balance between education and entertainment for the designers of quality IL games.Design/methodology/approach: The project team recruited 10 college students to play the game and post-game group interviews revealed problems and optimization priorities. The optimized game was tested among 50 college students. Based on a comparison of testing results of the two versions of the game, basic strategies for designing quality IL games were summarized. Findings: The following 5 basic strategies can effectively promote combination of education and entertainment: 1) using adventure games to enhance gaming experience, 2) plotting an intriguing story to attract players, 3) motivating players to engage in game play with game components such as challenge, curiosity, fantasy and control, 4) presenting learning materials through game props, and 5) assigning players tasks to be completed with subject knowledge. Research limitations: The 5 basic strategies have been tested only in the development process of one game, and the book classification knowledge in the mini-game is limited to the 22 major categories of the Chinese Library Classification. Practical implications: University libraries may refer to our experience to design and utilize educational games to promote the IL education for college students.
Originality value: Few empirical studies tested and summarized strategies for combining learning and fun in the design of IL games for university students. The 5 strategies, which are summarized in the process of design and optimization of the mini-game book classification, are valuable for other designers of IL games. |
Subtype | Research Papers |
Keyword | Educational Game Design Game Balance Design Strategies Of Educational Games Information Literacy (Il) Game Book Classification |
Subject Area | 新闻学与传播学 ; 图书馆、情报与文献学 |
URL | 查看原文 |
Indexed By | 其他 |
Project Number | Grant No.: 13BTQ024 ; Grant No.: 12YJAZH155 |
Language | 英语 |
Funding Organization | This work is supported by the National Social Science Foundation of China (Grant No.: 13BTQ024) ; the Foundation for Humanities and Social Sciences of the Chinese Ministry of Education (Grant No.: 12YJAZH155) |
Document Type | 期刊论文 |
Identifier | http://ir.las.ac.cn/handle/12502/7665 |
Collection | Journal of Data and Information Science_Chinese Journal of Library and Information Science-2015 |
Corresponding Author | Jianhua Wu(Email:wujh@mail.ccnu.edu.cn) |
Affiliation | 1.School of Information Management, Central China Normal University, Wuhan 430079, China 2.National Library of China, Beijing 100081, China |
First Author Affilication | 中国科学院文献情报中心 |
Recommended Citation GB/T 7714 | WUJianhua,CHEN Yanan,MA Xiangtao,等. Balance between education and game-play — A case study of design and optimization of the mini-game book classification[J]. Chinese Journal of Library and Information Science,2015,8(1):53-65. |
APA | WUJianhua,CHEN Yanan,MA Xiangtao,&Jianhua Wu.(2015).Balance between education and game-play — A case study of design and optimization of the mini-game book classification.Chinese Journal of Library and Information Science,8(1),53-65. |
MLA | WUJianhua,et al."Balance between education and game-play — A case study of design and optimization of the mini-game book classification".Chinese Journal of Library and Information Science 8.1(2015):53-65. |
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