鲍雪莹,管家娃,赵宇翔,朱庆华.游戏化设计在用户信息素养教育领域的研究现状及展望[J].数字图书馆论坛,2015,(11):17~23 |
游戏化设计在用户信息素养教育领域的研究现状及展望 |
Status and Overview of Gamification Design for Information Literacy Education |
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DOI: |
中文关键词: 信息素养教育;游戏化设计;参与度;游戏元素;用户体验 |
英文关键词: Information Literacy Education;Gamification Design;Engagement;Game Elements;User Experience |
基金项目:本研究得到国家社科基金项目"互联网用户群体协作行为模式的理论与应用研究"(编号:10ATQ004)和中国科学技术信息研究所委托项目"大数据环境下人机交互研究"资助. |
作者 | 单位 | 鲍雪莹 | 南京大学 | 管家娃 | 南京大学 | 赵宇翔 | 南京理工大学 | 朱庆华 | 南京大学 |
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中文摘要: |
回顾游戏化设计在信息素养教育领域的研究和实践现状,具体介绍并分析BiblioBouts、Goblin Threat等典型的信息素养游戏,发现国内研究主要集中于理论探讨,国外已开展了许多实证研究.已有的信息素养游戏大多面临用户参与不足、效果欠佳等问题.对此,本文从用户体验的角度讨论提高信息素养游戏用户参与度的策略,并展望信息素养教育游戏化进一步研究的方向. |
英文摘要: |
This paper reviews the research and practice of gamification design in the field of information literacy education, and introduces several typical information literacy games such as BiblioBouts, Goblin Threat and so on. Based on the above study, we finds that domestic research mainly focuses on the theoretical discussion while foreign countries have already produced many results based on empirical research, and that most of the information literacy games are facing the problem of poor effect. To solve this problem, this paper discusses the strategies of improving the user participation in information literacy game from the perspective of user experience. In the end, the research outlooks the direction of the further study on information literacy education game. |
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