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基于认知负荷理论的卡牌游戏教程设计与研究

Research and Application of Card Game Tutorial Design Based on Cognitive Load Theory

作者:李成翊
  • 学号
    2021******
  • 学位
    硕士
  • 电子邮箱
    lcy******com
  • 答辩日期
    2024.05.16
  • 导师
    陈伟坚
  • 学科名
    电子信息
  • 页码
    124
  • 保密级别
    公开
  • 培养单位
    599 国际研究生院
  • 中文关键词
    认知负荷;卡牌游戏;游戏复杂度;四要素教学模型;游戏教程
  • 英文关键词
    Cognitive Load;Card Game;Game Complexity;Four-Component Instructional Design Model;Game Tutorial

摘要

卡牌游戏是一种传统的游戏类型,在现代电子游戏中也占据着举足轻重的地位。作为策略游戏的一个分支,卡牌游戏往往会给玩家提供大量的游戏知识与策略挑战,而让玩家如何学会这些游戏知识以应对挑战,是开发者的一项重要工作。认知负荷理论是由Sweller等人提出,经过多年的研究与迭代,该理论已经成为了教育学领域的一项重要理论,四要素教学模型正是基于该理论而产生的,面向复杂学科的教育学模型。本研究将以认知负荷理论为基础,四要素教学理论为框架,为我们自己研发的卡牌游戏《卡片星流》制作游戏教程,旨在优化玩家在游戏教程阶段的认知负荷,期望能够给玩家带来良好的游戏体验。本研究围绕认知负荷理论展开,基于三种认知负荷与两种复杂度,阐释了这五个概念在卡牌游戏中的表现形式,给出了游戏关卡的复杂度度量方法,以预估玩家可能遭遇的认知负荷水平。再基于四要素教学模型给出了卡牌游戏领域的教程设计框架与实际实践。研究进行了随机对照实验,选取了市面上优秀的两个卡牌游戏与在游戏大赛上获奖版本的《卡片星流》形成三个对照组,与本研究重新制作的实验教程版本进行对照实验。实验证明了本研究提出的教程设计方法在提升综合体验、积极体验等玩家的主观体验方面与游戏得分、优秀操作率等玩家的客观游戏数据方面均有良好效果。在主观方面,例如玩家的综合体验提升了37.5%;客观游戏数据方面,例如最终测试得分提升了15.3%。游戏作为年轻产业,面临着理论稀少但产业飞速发展的问题。吸纳、借鉴其他成熟领域的理论是一种行之有效的办法,本研究通过将认知负荷理论转移到游戏设计领域,初步探索了该理论在卡牌游戏教程方面的效用,展望未来能够在更多的游戏类型和游戏模块里面发挥更大的作用。

Card game is a traditional genre that also hold a pivotal role in modern video ames. As a branch of strategy games, card games often present players with a wealth of game knowledge and strategic challenges. How to teach players game knowledge to meget challenges is a significant task for developers. The Cognitive Load Theory (CLT), proposed by Sweller and others, has evolved through years of research and iterations to become an important theory in the field of education. The Four-Component Instructional Design Model (4C/ID), which is based on this theory, is aimed at educating in complex subjects. This study will use CLT as foundation and the 4C/ID as framework to create game tutorial for self-made game "Card Flow", aiming to optimize cognitive load of players during the game tutorial, hoping to bring a positive gaming experience. This research centers around the CLT, based on five concepts: three types of cognitive loads and two types of complexities, explains these five concepts‘ manifestations in card games. It presents a method for measuring the complexity of game levels to estimate the cognitive load levels players might encounter. Then, based on the Four-Component Instructional Design model, it provides a framework and practical application for tutorial design in the card game domain. The study conducted a randomized controlled trial, selected two outstanding card games from the market and the award-winning Card Flow at game competitions as three control groups, and compared with the experiment tutorial version re-created for this study. The experiment proved that the tutorial design method proposed by this study has a good effect in terms of improving overall experience, positive experience, other subjective experiences of players, as well as objective game data such as game scores and excellent operation rates. Subjectively, for instance, the overall player experience increased by 37.5\%. Objectively, in terms of game data, such as the final test scores, there was a 15.3\% improvement. As a nascent industry, game industry faces the challenge of rapid industrial development with scarce theoretical foundation. Absorbing and borrowing theories from other mature fields is an effective approach. This study explores the application of CLT in card game tutorials and anticipates its broader application across various game types and modules in the future.