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Abstract
This article presents a method for presenting information in an interactive application, using a method that video games use to create narrative – scripted sequences – while following the principles of instructional design. A model for creating such sequences is also presented, inspired by a similar model for adventure video games. Five adventure video games were analysed to create this model. The created application has several advantages over real-life presentations: 1) the user does not physically have to appear at the location of the presentation, 2) the user can stop and start the presentation at a convenient time, and 3) the application may be more engaging than a recording of a real-life presentation.
Article in English.
Scenarijaus įvykių sekų, skirtų rimtų žaidimų programoms, kūrimo modelis
Santrauka
Straipsnyje pristatomas informacijos pateikimo būdas interaktyvioje kompiuterinėje programoje, taikant metodą kompiuteriniuose žaidimuose perteikti naratyvui – scenarijaus įvykių sekoms, laikantis mokymo dizaino principų. Pristatomas tokių sekų kūrimo modelis, įkvėptas panašaus kompiuterinių žaidimų nuotykių žanro modelio. Naujam modeliui sukurti buvo išanalizuoti penki nuotykių žanro kompiuteriniai žaidimai. Sukurta programa turi keletą pranašumų, palyginti su gyvais pristatymais: 1) vartotojas fiziškai neprivalo pasirodyti pristatymo vietoje; 2) vartotojas gali sustabdyti ir pradėti pristatymą patogiu laiku; 3) programa gali būti patrauklesnė nei realaus pristatymo įrašas.
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