节点文献
交互语境下儿童科普教育游戏的设计与实践
Design and Implementation of Children’s Popular Science Education Game in Interactive Context
【作者】 王珊;
【导师】 吴伟和;
【作者基本信息】 北京工业大学 , 工业设计工程(专业学位), 2020, 硕士
【摘要】 交互技术的创新与发展悄然改变着人们获取信息的方式,传统单向输入的科普教育模式在向游戏化方向转变。人工智能的发展、增强现实和虚拟现实等技术的不断成熟,为科普教育游戏化发展提供了技术支持,同时也给科普教育领域带来新的挑战。本课题以5-7岁处于动作表征阶段的儿童为研究对象,针对目前儿童科普教育模式单一、优质的传统文化类科普资源缺乏等诸多问题,采用问卷调查和实地访谈等方式,充分调研目标用户群体的生理及心理特征,分析儿童特征以及影响科普学习效果的相关因素,挖掘儿童对科普内容与形式的真实需求。本研究在科普学习相关理论、游戏设计相关理论、用户体验相关理论的共同指导下,以体感交互技术和增强现实技术为支撑,结合产品层次化设计原理,提出交互语境下儿童科普教育游戏的分层设计策略,并在该设计策略的指导下,结合儿童生理、心理发展需求,完成了“汉字王国”实际案例的设计与开发,详细阐述了案例从目标、功能、交互流程到视觉表现的设计过程,以优化交互流程、简化交互行为、提高交互过程的趣味性为设计方向,利用AR技术与Kinect体感交互技术拓展儿童科普教育的新形式,激发儿童对科普内容的兴趣,促进儿童对科普内容的理解。在设计完成后进行实践应用效果评估,以此来验证实际案例的合理性、可行性和设计方法的有效性,力求通过自然的人机互动方式提高儿童科普学习的内在驱动力、主动性与积极性。本研究是儿童科普教育与信息技术融合的一次有意义的探索,也为科普教育信息化发展提供了新思路。
【Abstract】 The innovation and development of interactive technology is quietly changing the way people get information,and the traditional one-way input mode of popular science education is changing to the direction of game.The development of artificial intelligence,augmented reality,virtual reality and other technologies provide technical support for the development of popular science education game,but also bring new challenges to the field of popular science education.In this study,children aged 5-7 who are in the stage of action representation are taken as the research objects.Aiming at many problems such as the single mode of children’s popular science education and the lack of high-quality traditional cultural popular science resources,the questionnaire survey and field interview are used to fully investigate the physiological and psychological characteristics of the target user groups,analyze the characteristics of children and the relevant factors affecting the learning effect of popular science,and excavate Children’s real needs for content and form of science popularization.Under the guidance of popular science learning theory,game design theory and user experience theory,supported by the technology of body sense interaction and augmented reality,combined with the principle of product hierarchical design,this study proposes the hierarchical design strategy of children’s popular science education game in the interactive context,and under the guidance of the design strategy,combined with children’s physiological and psychological development needs,Completed the design and development of the actual case of "Kingdom of Chinese characters",elaborated the design process of the case from the goal,function,interaction process to visual expression in detail,with the design direction of optimizing interaction process,simplifying interaction behavior and improving the interest of interaction process,using AR technology and Kinect body sense interaction technology to expand the new form of children’s science education and stimulate children’s science content To promote children’s understanding of popular science content.After the completion of the design,the practical application effect evaluation is carried out to verify the rationality and feasibility of the actual case and the effectiveness of the design method,and strive to improve the internal driving force,initiative and enthusiasm of children’s science popularization learningthrough natural human-computer interaction.This study is a meaningful exploration of the integration of children’s popular science education and information technology,and also provides a new idea for the development of information technology of popular science education.
【Key words】 interactive design; sense of play; children’s science learning;