![]() In this paper, we explore how reflection has currently been supported in educational games designed to teach programming. SPACECHEM TOP SOLUTIONS HOW TOTherefore, this paper provides a first step toward identifying common reflective design features used in educational games to develop an understanding of how to better facilitate player reflection through game design. More work is needed to understand what reflection means in educational games, how reflection can be facilitated, and what tools currently exist in games that stimulate reflection. Often, missing the individual differences that can occur regarding reflection. As a result, current design approaches incorporate catch-all features that address reflection as a whole. While these definitions may vary across domains and produce different outcomes, they do not address how reflection is facilitated for a variety of learners or how designers can encourage learners toward this ideal state of thinking. Īdditionally, due to the diverse work regarding reflection, it is common that researchers and designers work with different definitions that summarize the act of reflection. Or, if it does, it emphasizes the accuracy of a solution over the learning process. Providing players post-gameplay assessments-especially ones that are focused on correctness-may not be enough to motivate reflective behavior at all. In this way, they can improve their ability to solve new and unseen problems. For example, in computer science education, novice programmers must focus less on the correctness of their solution and more on developing their reflective skills on their process. Reflecting on process is essential to increase learning outcomes and the learner's awareness of their own learning. While this may encourage reflection, the focus remains on accuracy over the learning process. Instead of merely letting learners revisit the content, it is more helpful to facilitate their reflection on important issues.įurther, these post-gameplay assessments often provide learners with scores or evaluations to measure the correctness of their gameplay. However, learning science researchers argue that elaboration and explanation will encourage reflection. For example, a common approach in educational games is to leave guided reflection to post-gameplay assessments or debriefs, which usually occur separately from gameplay. While reflection occurs in educational games, the educational game design and research community can benefit from more principled knowledge of how to facilitate player reflection through game design. However, only limited work has been dedicated to reflection in educational games . There is a significant body of work on game-based learning , including areas such as educational content generation , player engagement and motivation , learning outcome , and personalized learning . As games become an accepted media for education and training, how well educational games facilitate reflection can have a significant impact on players’ learning outcomes. When learners reflect, the otherwise implicit knowledge becomes digested through active interpretation, questioning, and exploration. Reflection, a cycle of ”thinking and doing”, is a crucial component of learning . Suggested as assembly-reactor and disassembly-reactorĪnd at last i have tested to fit all in a wallpaper. for me it's not worth the time and a frustrating operation. so you need to integrate into gfx the other side of the connection (around 6-8 px slice) - i'am personally think to much about it - i leave it not perfect connected. another nice feature is tiles ingame paint from top to down, and vanilla-pipes sliced. to make a correct connection it needs to stretch the image and this makes rotations need more work. but tiles not in angle, so pipes connect in same distance vertical and horizontal. you can see a pipe-hook-solution that should connects ingame correct down below. if you want in gfx itself you need all variants because assemblys can rotate, so in all 4 directions all 3 pipe-connections needed or rotated gfx. Pipes ? - (because they are not scaled -> trouble) - you can use ingame pipeoverlay. The fission reactor had 1 input and 2 outputs SPACECHEM TOP SOLUTIONS MODThis night I've changed something a bit and my mod works now with fluids, so is it possible to put pipe integration ? I think that the reactors would be based on fission reactor to have something similar in appareance. Y.petremann wrote:I think you have inverted (intentionnaly or not) what I've said, you have put pipe/wire on the fusion reactor and magnetic fields things on the fission reactor. ![]()
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