检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:胡盈[1] 莫小鱼 HU Ying;MO Xiaoyu(Museum of East China Normal University;不详)
机构地区:[1]华东师范大学博物馆 [2]华东师范大学经济与管理学部
出 处:《科学教育与博物馆》2024年第2期10-17,共8页Science Education and Museums
基 金:华东师范大学《五育融合视角下的中小学校非物质文化遗产传承创新研究》课题(批准号:ECNU-ICTC-202108)之成果。
摘 要:在具身认知理论下建立非遗游戏的教育实施框架,并以非遗游戏《匠木》为例,通过评论文本大数据收集和分析发现,符合该框架的非遗游戏在认知、情感、行为及心流体验四个维度对游戏者产生积极的教育效果,进而对非遗教育游戏的未来发展提出展望。Video games developed with intangible cultural heritage as IP are becoming more and more popular,and have become an important means of intangible cultural heritage education and dissemination.However,there has been little discussion of how these video games implement the educational philosophy and reach their educational effect.The paper establishes an education implementation framework of intangible cultural heritage games under the theory of embodied cognition,and takes an intangible cultural heritage game"Jiangmu"that conforms to this framework as an example.Through big data collection and analysis,the game has a positive educational effect on players in four dimensions:cognition,emotion,behavior and flow experience.The prospect for the future development of intangible cultural heritage games is discussed.
分 类 号:G269.2[历史地理—考古学及博物馆学]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.249