The game-based learning (GBL) environment is used in performance improvement and formal education very successfully. The study mainly focuses on scenario design for the concept of game-based chain reaction applies to instructional content on natural science & living technology domain of elementary school via conducting the brainstorm in class. The scenario themes include four categories as "Risk Precaution", "Obstacle Eliminations", "Situation Balances", and "Confident Challenges". The initial template of scenario begins to create the beginning of chain components with procedure-linked mechanics, and the goal is, then solving the themed problem of situations. The players could be requested to try to arrange the rational and effective components, then in order to produce the chain reactions. The study result hopes to the scenarios for game-based chain reaction to guide learner to enhance the exploratory motivations and learning enjoyments.
a design study of chain reaction: design thinking on game interaction based on problem-solving situations abstract This study is aimed at presenting the thinking behind the design of a game and explaining how the author adopts the metaphor/image of CHAIN REACTION to devise the game. The chain reaction referred to in the study suggests a combination of various small components. The entire process of chain reaction consists of various scientific components, such as gear devices and tool modules. The game scenarios are created based on problem-solving situations. The author has developed a game by the name of Creative Gears Lab (Liao 2013), which adopts the assembly of different gear tools and components as operational rules. The key to problem-solving relies on activating the chain reaction formed by various scientific components. The players are then guided to choose correct and suitable triggers to construct gear devices with continuous motivation, and thus, achieve the game's objective of solving problems. The purpose of this study is to use the procedures suggested in the Creative Problem Solving (CPS) model by S. J. Parnes (1967) as the analytical model in order to comprehend the circumstances of game operations during the processes of solving problem and explore the design Guan-Ze Liao 62thinking of game interaction. Future research will be conducted in the manner of narrative interview to further investigate the problem-solving process of elementary school students and explore the characteristics within the operating progress of the game.
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