International Journal of Asia Digital Art and Design
Online ISSN : 2189-7441
Contextual Teaching and Learning Using a Card Game Interface
Sylker Teles Kiyoshi Tomimatsu
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2014 年 18 巻 2 号 p. 18-23

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With bases well established in the constructivism of Vygotsky, Piaget and Dewey, Contextual Teaching and Learning is about to help students not only to memorize contents but also to construct the relation between subjects in order to define their meaning. Contextual Teaching and Learning represents an important field of study and analysis that can be widely applied to classrooms and new media but lack of information and research, especially in Video Games and virtual technologies. This paper propo ses a Card Game based User Interface that reduces the player's learning curve of the gameplay and help the game content to be assimilated during the player’s progress. Such interface can be applied to educational and non educational Video G ames always prov iding context , i.e. meaningful content trough text card's design. For research purposes, a contextual card deck based on Art History was developed and tested against the same theme of traditional game interface with buttons derived from Massively Multiplayer Online Games abilities. The provided results shows that C ard G ames as Video G ame's interface can help to simplify user's interaction while giving the player subjective information and content. By playing a prototype with the proposed interfaces, users were presented with questions about Art History, which answers were in the game’s interface. User and community driven design method was used in the prototype development. As Virtual Contextual Teaching and Learning is a concept yet to b e well explored and defined, the present research aims to contribute with the notion of human's cognition development in simulated environments.
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© 2014 Asia Digital Art and Design Association
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