华东师范大学学报(自然科学版) ›› 2014, Vol. 2014 ›› Issue (2): 87-97.

• 电子课本与电子书包技术标准 • 上一篇    下一篇

3D虚拟学习系统与教育游戏:未来电子课本2.0

J. M. LAFFEY   

  1. 密苏里大学, 信息科学与学习科技学院, MO 65211,美国
  • 收稿日期:2013-11-01 修回日期:2014-01-01 出版日期:2014-03-25 发布日期:2014-06-04

3D virtual learning systems and educational gaming:  possibilities for e-Textbook 2.0

J. M. LAFFEY   

  1. School of Information Science and Learning Technologies, University of Missouri, MO 65211, USA
  • Received:2013-11-01 Revised:2014-01-01 Online:2014-03-25 Published:2014-06-04

摘要: 为了设计、定义与应用电子课本以改善教育,人们做出了许多努力.此外,人们在3D虚拟学习环境(3D VLE)与教育游戏的研究与开发方面也做了大量的工作.本文设计探讨一种新型的电子课本形式(称之为电子课本2.0),它运用了3D虚拟学习技术与整合教学目标的游戏机制与策略.结合新兴技术的发展,笔者讨论了面向基于3D VLE与教育游戏的电子课本2.0的框架之潜力.本文所设计的案例主要关注于如何使课程对象变成游戏的主体,同时为案例设计了相应环境与游戏,使学习者变得可视化与可分析,这些学习分析结果可以给教师与学生提供反馈.

关键词: 3D虚拟学习环境, 教育游戏, 电子课本2.0

Abstract: There are great efforts underway to improve education through defining, designing and implementing e-Textbooks. There are also substantial efforts in the research and development of 3-dimensional virtual learning environments (3D VLE) and educational gaming. This paper explores the potential of developing a new form of e-Textbook, let us call it e-Textbook 2.0, based on advancing technologies for 3D virtual learning and on designing to meet pedagogical objectives using game mechanisms and strategies. These exciting new developments are then used to argue the potential for envisioning a framework for e-Textbooks 2.0 based on 3D VLE and educational gaming. The article attempts to make the case for increased focus on how to make curriculum subjects be the subject of game play, and for designing environments and games so that learning is visible and analytics can be used to provide feedback to the teacher and the students.

Key words: 3D VLE, educational gaming, e-Textbook 2.0

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