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Research About Component Of Digital Instructional Games

Posted on:2011-11-11Degree:DoctorType:Dissertation
Country:ChinaCandidate:C Q YeFull Text:PDF
GTID:1118360305499239Subject:Education Technology
Abstract/Summary:PDF Full Text Request
With the development of information technology, the games for human beings have extended from the real world to the virtual world. Computer games have become the most favorite form of recreations for the public, regardless the difference of age, gender, race and geographical area, especially for the youth. In the past years, educators tried to participate in the design of computer games for education and use them into teaching, which gave rise to the concept of educational game. Such an attempt has made fruitful achievements.The educational game is a branch of computer games. The researches in the area have focused on three aspects:theoretical research, applied research and design research both in the domestic and abroad. The computer games have the great affections on students'cognitive and personality; the affections are closely related with metaphor techniques in computer games and due to the mechanism of the computer games. Although the most of the evaluations on the computer games in China tend to negative, the Three-dimensional Evaluation Framework for instructional games constructed in the paper can advance the effects to students, basing on Bloom's Taxonomy of Educational Objectives.There are some trends in the commercial computer games design, such as to be large scale, intellectualization, and networking. The current instructional game limits merely to be small animation games in view of some key points of knowledge, the problem that the instructional games are treated as the courseware and are simplified is obviously, which has limited the application of didactical games. To enrich instructional game's form and the content, to meet computer games' developmental trends by walking road of the large scale, the intellectualization and the network is inevitable requests to make the educational game has true function on student's cognition, emotion, values and manner. To realize these tendencies, the essential way in technique must be component. The goal of component is to design "the standard letter" which may be spliced, in certain ingredients of computer games, thus component can simplify the instructional game's design. The dissertation has related in detail component's principle, the method and the step realizing specifically, and explained the smooth transition methods from object-oriented to the facing component by the example.Taking the ranking's top 10 ones of popular games in the last three years as the sample, I have scarified the stable core essential factors in a game design, namely three broad headings:scene construction, role behavior and interactive technique. According to such principles to component as independence, foundation, generalization and simplification, I have refined each broad heading further more, analyzed the key technologies and the related algorithm. To explain the notion, I have described it by a UML class diagram, sequence diagram and use case diagram and so on.Scene is the picture of the virtual world in game. By content difference, the scene is divided into indoor scene and outdoor scene; by function difference, the scene is divided into basic type, application type and effect type. The Construction of outdoor scenes mainly related below components:terrain generation technology, the external geographic model data import technology, surface texture treatment technology, etc. The emphasis of indoor scene component construction is the sky box design combined by surface texture rendering, observation points setting and three-dimensional projection transformation. Paper also pay some attention on some common effect in game:Particle systems, fog and water surface effects and the component package with other functions. Combination of component design principles, analyzed the basic type, application type and effect type by class, and provided the corresponding component interface design blueprint.The role behavioral in game is a variety of external stimuli response made by player's opponents, partners and utility man that are automatically generated by the computer, to the external stimulating in the course of the game. According to their behavioral characteristics, role behavior can be divided into self-determination role behavior and non-self-determination role behavior. I have analyzed the behavior of non-self-determination role and behavior generation theory and the constituted mechanism in the internal behavior and external behavior of self-determination role behavioral. The intelligent behavior of self-determination role can do component design pretreatment based on neural network and genetic algorithm. According to theory of social behavior, paper took the teacher and student role in education game as an example, demonstrating the basic idea of role-model based on profession. For self-determination behavior, component design focused on building the role behavior model.Interactive technology is the technical support for player to interact with game or other players in game, which includes common interaction devices and interactive media. There are typical interactive technologies such as a mouse pick-up in three-dimensional state, text transmission under network environment, capturing, transmission and playback of voice and video, the external device driver design, etc.; these can be packaged with the component approach.Finally paper proved component consistency performance in a different language environment through setting up scene components and the design and test case of video capturing and playback components, which confirmed the view that componentization, can greatly simplify the game design process.
Keywords/Search Tags:Instructional Game, Component Technology, Scene Construction, Role Behavior, Interactive Technology
PDF Full Text Request
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