Abstract
This paper presents an experience-driven educational game model inspired by a relevant ethnographic study on preschool-aged children in China. The model is particularly designed for creating engaging game based learning experience. Through a four-week-long ethnographic fieldwork in kindergartens and children’s homes in China, the affinity between children’s cognitive world and fantasy play has been found. More specifically, self- actualization as an experience goal embedded in role-playing, a subcategory of fantasy play activities, demonstrate its strong potentials in bridging the serious educational purposes and captivating gaming experience. Based on the ethnographic findings and further the experience goal, a role-playing-based (RPB) educational game model is established. The model distinguishes itself by seamlessly incorporating educational purposes into a child’s second-life in the game setting and further promising the achievement of the child’s “flow state” in the gaming process. To showcase the implications for the RPB game model, a conceptual game design which intends to facilitate children in learning Chinese will be presented with more details.
Original language | English |
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Title of host publication | Open Design for E-very-thing |
Publisher | Cumulus Association |
ISBN (Electronic) | 978-952-60-0078-7 |
ISBN (Print) | 978-952-60-0077-0 |
Publication status | Published - 2016 |
MoE publication type | A4 Conference publication |
Event | Cumulus Conference: Open Design for E-very-thing - Hong Kong, Hong Kong Duration: 21 Nov 2016 → 24 Nov 2016 http://cumulus.hkdihongkong2016.org/ |
Conference
Conference | Cumulus Conference |
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Country/Territory | Hong Kong |
City | Hong Kong |
Period | 21/11/2016 → 24/11/2016 |
Internet address |
Keywords
- Ethnography
- Children-computer Interaction
- Game Design