摘要:本文选取中国移动教育游戏项目第一批征集的52款手机教育游戏作为论文的研究对象,从游戏的教育性和游戏性两个方面出发,对游戏的进行多角度的研究和分析。发现目前的手机教育游戏主要是面向青少年儿童,绝大多数的手机教育游戏的游戏界面设计表现力良好,游戏多以益智类和辅助记忆类游戏为主。目前的手机教育游戏主要为拓展儿童的发散思维所服务,适用于课后和零碎时间的课外学习活动中,有助于儿童的思维的拓展和心情的放松。缺少学科针对性的强,教育目的明确,教学效果优良并且能够在课堂教学活动中广泛应用和定制推广的手机教育类游戏。
关键词:手机教育游戏,游戏性,教育性,终生学习
Abstract:This thesis, based on the study of 52 mobile educational games collected in China's Educational Campaign Project, conducts its research from two aspects of education and game play. Results are found that the majority of the current mobile games represented by the intellectual and auxiliary memory games are designed for the teenage children with their excellent game interface expression. These games lay out their foundation on expanding children's divergent thinking and are mostly used in after-school and spare time of extracurricular activities to benefit children's imagination and relaxation of mind. However, games with strong subject orientation, clear education purpose, good teaching effects and the ability to promote extensive application and customization in class teaching activities are still needed in the field of Chinese phone educational games.
Keywords:mobile educational games; education; game; lifelong learning
本文通过结合中国移动教育游戏项目第一批征集的教育游戏案例,分析了目前我国手机教育游戏的一些基本情况,并结合整个教育游戏发展的现状提出了相关的一些建议。通过手机教育游戏案例的研究分析,希望借此未游戏开发商提供一些切合实际的参考,丰富手机教育游戏的理论和实践经验。但是再研究过程中,游戏样本选择的只是局限在中国移动这个平台,同时受个人因素,测试终端的影响,因此具有一定的局限性。