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Chapter 5 FINAL MARC PRENSKY(第五章最后,马克PRENSKY)
Digital Game-Based Learning by Marc Prensky ©2001 Marc Prensky
______________________________________________________________________________________
From Digital Game-Based Learning (McGraw-Hill, 2001)
by Marc Prensky
Chapter 5
Fun, Play and Games:
What Makes Games Engaging
Children are into the games body and soul.
-C. Everett Koop, former Surgeon General
When I watch children playing video games at home or in the arcades, I am impressed
with the energy and enthusiasm they devote to the task. … Why can’t we get the same
devotion to school lessons as people naturally apply to the things that interest them?
-Donald Norman, CEO, Unext
You go for it. All the stops are out. Caution is to the wind and you’re battling with
everything you have. That’s the real fun of the game.
-Dan Dierdorf
Computer and videogames are potentially the most engaging pastime in the history of
mankind. This is due, in my view, to a combination of twelve elements:
1. Games are a form of fun. That gives us enjoyment and pleasure.
2. Games are form of play. That gives us intense and passionate involvement.
3. Games have rules. That gives us structure.
4. Games have goals. That gives us motivation.
5. Games are interactive. That gives us doing.
6. Games are adaptive. That gives us flow.
7. Games have outcomes and feedback. That gives us learning.
8. Games have win states. That gives us ego gratification.
9. Games have conflict/competition/challenge/opposition. That gives us
adrenaline.
10. Games have problem solving. That sparks our creativity.
11
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