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Research on Game-based Scenario Design of Chain Reaction Situations


Guan-Ze Liao
National Hsinchu University of Education, Graduate Institute of e-Learning Technology, Hsinchu city, Taiwan, China, 300
can@mail.nhcue.edu.tw

AbstractThe chain reaction situation means the whole process that related scientific components conduct successive interesting
actions. The study mainly focuses on the developments for game-based scenario design of chain reaction situations and is carried out
with 7 groups (totally 16 participants) to conduct brainstorming method. The learning content includes the instructional materials of
natural science & living technology domain of elementary school. The scenario themes include four categories as "Risk Precaution",
"Obstacle Eliminations", "Situation Balances", and "Confident Challenges". The study result is expected to guide learners in the
scenarios of game-based chain reaction to enhance the exploratory motivations and learning enjoyments.

Key wordsChain Reaction; Scenario Design; Game-based Learning; Situations

(LEGO)(Components)

(Operational rules)

LEGO (Back to the


future)

Papert(1998)
(Game-based Learning Environment)
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Education Research Frontier (ERF)

(Scenario)

(Intrinsic Motor)
Kcklich(2001)(Avatar)

(Role playing)Lindley(2002)
(1) (Narrative gestalt)
(2) (Sequence of event)(3)

(Micro-world)(Discovery)
(Exploratory)
Jonassen(1996)
(Mental Tool)

(Chain Reaction Situations)


(Game-based Scenario Design)(Scientific Components)
(Risk Precaution)(Obstacle
Eliminations)(Situation Balances)(Confident Challenges)

(Trigger)

7 /16

1
1.1
LEGO (Element)

LEGO

Intermediate

Termination

(Beginning)

Beginning

(Intermediate)(Termination)
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1.2

(Single Pathway)

2 1

1.3
LEGO 3 (MECH
http://www.nhcue.edu.tw/~can/MECHGAMES.rar)

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2

3
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3 -

(Avatar)

4 - ()

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2.1

2.2

2.3
(Situation)

2.4

(http://can.elt.nhcue.edu.tw/991crstory/ index.html)

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http://can.elt.nhcue.edu.tw/mechcr/Brainstorming/index.html

[1]

C. A. Lindley. Conditioning, Learning and Creation in Games: Narrative, The Gameplay Gestalt and Generative Simulation[C]. Workshop
on Narrative and Interactive Learning Environments, Edinburgh, Scotland, 2002.

[2]

D. Jonassen. "Mindtools: computers in the classroom". Prentice Hall: Englewood, 1996.

[3]

J. Kcklich. Literary Theory and Computer Games[C]. Proceedings of the First Conference on Computational Semiotics for Games and
New Media (COSIGN), Amsterdam, 2001.

[4]

S. Papert. "Does Easy Do It? Children, Games and Learning". Game Developer. June. See http://papert.org/articles/Doeseasydoit.html, 1998.

(1975-)
5

E-mailcan@mail.nhcue.edu.tw

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