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:谭翔尹 Tan Xiangyin(Sun Yat-sen Library of Guangdong Province)
出 处:《图书馆》2024年第5期66-72,共7页Library
基 金:中国图书馆学会2022年阅读推广课题“基于游戏化理念的中华传统典籍阅读推广研究”(项目编号YD2022B69)的研究成果之一
摘 要:为了使中华传统典籍游戏化阅读推广线下活动能够实现融学于趣的目标,文章引入元认知理论搭建以提升用户典籍阅读元认知能力为导向的中华传统典籍游戏化阅读推广的思路框架,并结合游戏化DMC系统提出活动的策划要点,分别为明确活动目标、构建游戏逻辑、挖掘典籍价值、制定玩法规则、关注用户体验,最后运用案例分析法从现阶段的典型实践案例中归纳出多场景自由式、剧情类、棋牌类三种适用于图书馆的线下活动模式。To achieve the goal of fusing learning into interests in the gamification reading promotion of Chinese traditional classics,this paper introduces the theory of metacognition to build a framework of ideas for the gamification reading promotion of Chinese traditional classics,which is oriented towards improving users'metacognitive capacity for reading classics,and combined with the gamification DMC system,the key points of activity planning are put forward,which are to clarify activity objectives,build game logic,explore the value of classics,formulate gameplay rules,and pay attention to user experience.Finally,using case analysis method,three kinds of field activities suitable for library are summarized from the typical practice cases at this stage:free activities in multiple scenarios,plot-based activities,and card and board activities.
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:216.73.216.12