Acta academica karviniensia 2023, 23(1):42-53 | DOI: 10.25142/aak.2023.004
Role her v profesionálním vzdělávání ve videoherním průmyslu
- Institute of Management and Information Technology, Bielsko-Biała 43-365, Poland
The paper highlights the idea of using game design principles to enhance learning experiences for the younger generation. With the increasing popularity of games, traditional methods of learning are becoming less effective and less engaging. To address this issue, we propose an interactive guide to the world of games that incorporates game design mechanisms to motivate and activate young learners. Specifically, the authors focus on the GameDev industry and subsequently present professional paths in a modern and interesting way. By leveraging the elements that make games appealing, individuals can be encouraged to acquire knowledge while having fun. The article aims to demonstrate the potential of game-based learning and the benefits of applying game design principles to education.
Klíčová slova: computer games, GameDev, mechanics in scenes, vocational education.
JEL classification: O10, O30, Y10
Vloženo: 16. březen 2023; Revidováno: 24. duben 2023; Přijato: 15. květen 2023; Zveřejněno: 18. květen 2023 Zobrazit citaci
Reference
- BOGUSZEWICZ-KREFT, M., 2020. Marketing doświadczeń. CeDeWu. EAN 978-83-810-2366-5.
- FRANIA, M., 2017. Nowe media, technologie i trendy w edukacji. W kierunku mobilności i kształcenia hybrydowego. Oficyna Wydawnicza "Impuls". Kraków. ISBN 978-83-8095-383-3.
- MERI, M., 2018. Visual Effects for a 3D Action Game. Available from: https://www.theseus.fi/bitstream/handle/10024/151308/Mattila_Meri.pdf?sequence=1&isAllowed=y.
- OLMA, M., 2022. Interaktywny przewodnik projektanta gier. Wyższa Szkoła Informatyki i Zarządzania, Bielsko-Biała.
- SAILER, M. et al., 2017. How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69(2017) 371-380.
Přejít k původnímu zdroji...
- TIDWELL, J. et al., 2020. Projektowanie interfejsów. Sprawdzone wzorce projektowe. Wydanie III. ISBN 978-83-283-6741-8.
- VLACHOPOULOS, D. and A. MAKRI 2017. The effect of games and simulations on higher education: a systematic literature review. International Journal of Educational Technology in Higher Education volume 14, Article number: 22 (2017).
Přejít k původnímu zdroji...
- ZŁOTEK, M., 2017. Grywalizacja-wykorzystanie mechanizmów z gier jako motywatora do zmiany zachowania ludzi. Oficyna Wydawnicza AFM. Kraków. ISBN 978-83-65208-89-7.
- GRANIC, I. et al., 2014. The benefits of playing video games. American Psychologist [online]. Vol. 69, No. 1, 66 -78, ISSN 1935-990X. Accessible from: https://www.apa.org/monitor/2014/02/video-game
Přejít k původnímu zdroji...
- VanderWeele, T. J., 2017. On the promotion of human flourishing. Proceedings of the National Academy of Sciences of the United States of America [online]. 114(31): 8148-8156, ISSN 1091-6490. Accessible from: https://www.pnas.org/doi/full/10.1073/pnas.1702996114
Přejít k původnímu zdroji...
- MARCHAND, A. and T. HENNIG-THURAU, 2013. Value creation in the video game industry: industry economics, consumer benefits, and research opportunities. Journal of Interactive Marketing. Volume 27, Issue 3: 141-157, ISSN 1094-9968. Accessible from: https://www.marketingcenter.de/sites/mcm/files/downloads/research/lmm/literature/marchand_hennig-thurau_2013_jim_value_creation_in_the_video_game_industry_industry_economics_consumer_benefits_and_research_opportunities.pdf
Přejít k původnímu zdroji...