Space Center ເກມການຮຽນຮູ້ by Chia-Ching Chou is a highly esteemed winner of the very prestigious 2020 A' Design Award ລະດັບທອງສຳລິດ in ການອອກແບບການສຶກສາ, ອຸປະກອນການສອນ ແລະ ເນື້ອຫາການຝຶກອົບຮົມ Competition Category.
ທອງສຳລິດການສຶກສາ· 2020
Space Center ເກມການຮຽນຮູ້
Client: National Library of Public Information
A' Design Award ລະດັບທອງສຳລິດ Winner in ການສຶກສາ Category
Verified Award Winner
Verify Award Status for #92560The Design
About Space Center ເກມການຮຽນຮູ້
ສູນອະວະກາດແມ່ນເກມການຮຽນຮູ້ແບບດື່ມດ່ໍາທີ່ຖືກຕິດຕັ້ງຢູ່ທາງເຂົ້າຫໍສະໝຸດ. ເກມນີ້ຖືກສາຍໄປຫາຝາຝືນທີ່ມີຄວາມກວ້າງສິບແມັດ ແລະ ສູງ 3.8 ແມັດ. ເດັກນ້ອຍຈະປ່ອຍຈະຫລວດຕົວເລກເພື່ອຄົ້ນຫາດາວແຫ່ງການຈັດປະເພດ ແລະ ເລີ່ມຕົ້ນການເດີນທາງໃນຫໍສະໝຸດ. ໃນຕອນທ້າຍຂອງເກມ, ແຜນທີ່ຈະສະແດງໃຫ້ເຫັນວ່າປື້ມທີ່ກົງກັບໝາຍເລກການຈັດປະເພດທີ່ເລືອກໄວ້ນັ້ນຖືກຈັດວາງຢູ່ບ່ອນໃດ. ການອອກແບບນີ້ສອນຄວາມໝາຍຂອງໝາຍເລກການຈັດປະເພດຜ່ານການຫລິ້ນເກມ ໃນບັນຍາກາດທີ່ເປັນມິດ ແລະ ໃຫ້ການສະໜັບສະໜູນ. ຈຸດປະສົງແມ່ນເພື່ອເພີ່ມແຮງຈູງໃຈ ແລະ ຊ່ວຍໃຫ້ເດັກນ້ອຍສາມາດຄົ້ນຫາປື້ມດ້ວຍຕົນເອງ.
The Recognition
About the A' Design Award ລະດັບທອງສຳລິດ
Space Center ເກມການຮຽນຮູ້ ແມ່ນຜູ້ຊະນະ A' Design Award ລະດັບທອງສຳລິດ ເຊິ່ງເປັນການຍອມຮັບທີ່ມີກຽດສູງສຳລັບການອອກແບບທີ່ໂດດເດັ່ນ ເຊິ່ງມີລັກສະນະເດັ່ນດ້ວຍຄວາມຄິດສ້າງສັນ ຄວາມຫຼັກແຫຼມ ແລະ ຄວາມຄົມຄາຍ. ຜູ້ຊະນະລະດັບທອງສຳລິດແມ່ນຜົນງານທີ່ມີທັກສະພຽງພໍ ແລະ ສ້າງສັນຢ່າງໂດດເດັ່ນ ທີ່ຢືນຢັນປະສົບການອັນກວ້າງຂວາງ ຈິນຕະນາການ ແລະ ຄວາມສາມາດຂອງຜູ້ອອກແບບ. Space Center ເກມການຮຽນຮູ້ ຖືກຄາດວ່າຈະເປັນສິ່ງຂອງທີ່ໄດ້ຮັບການຍົກຍ້ອງສູງ ໜ້າຊົມເຊີຍ ແລະ ເປັນທີ່ຮັກແພງ ທີ່ເປັນມືອາຊີບ ແລະ ມີນະວັດຕະກຳຢ່າງໂດດເດັ່ນ. ການອອກແບບທີ່ຊະນະລະດັບທອງສຳລິດນີ້ນຳໃຊ້ວິທີປະຕິບັດທີ່ດີທີ່ສຸດໃນດ້ານສິລະປະ ວິທະຍາສາດ ການອອກແບບ ແລະ ເຕັກໂນໂລຊີ ແລະ ດີເລີດໃນການເອົາໃຈໃສ່ລາຍລະອຽດ. Space Center ເກມການຮຽນຮູ້ ຕອບສະໜອງຄວາມຕ້ອງການຢ່າງດີເລີດ ສຳຜັດຄວາມປາດຖະໜາ ດຶງດູດຄວາມຮູ້ສຶກ ແລະ ກະຕຸ້ນຄວາມຢາກຮູ້ຢາກເຫັນ.
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- Unique Properties
- The objective of the project is to create a fun environment, which children can immerse themselves in interactive games as well as learn how to use the classification numbers as clues in order to find books. This design aims to raise children’s motivation through gamification learning. Children are taught about the meaning of classification number in a supportive atmosphere and encouraged to find books by themselves.
- Dimensions & Packaging
- Width 10m x Height 3.8m after project on a wall
- Tags
- Interaction, Game, Learning game, Education,Immersive
- Production Technology
- HARDWARE: computer, CCD cameras, projectors, infrared lamps, directional speaker, mixer amplifier
Game: Unity, Photoshop - Design Challenge
- There are few limitations during the whole process. One of the challenges was coming out with an idea that matches the original hardware equipment in the library. Because of the old CCD cameras and the narrow corridor space, the users' motion can't be too fast or too complicated, otherwise, the computer can't detect accurately. However, we made it eventually and all the efforts worth.
- Research
- The survey was answered by 253 people who had to answer questions regarding their experience and usability after playing the game. This research explores the eight factors that affect flow experience and perceived using on children game-based learning and discusses the relationship between the factors through the Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM).
- Inspiration
- This project is a collaboration between National Library of Public Information and National Taipei University of Technology Department of Interaction Design. The main goal of this project is to construct smart libraries for natives to experience information content and innovative services.
- Project Duration
- This project is located in the National Library of Public Information in Taichung, Taiwan since 2017.
- Operation Flow
- This immersive learning game transforms library entrance into a space center that allows children to launch number-rockets to find the classification planet and unfold the library journey. At the end of the game, children will see a map of this library that tells where are the books that match the classification number they just choose. So they can easily understand the meaning of these number and build their cognitive map in their heart.
- Team Members
- Researcher, Designer and Developer: CHIA-CHING,CHOU
Developer: JIAN-HUA,GU
Special Thanks To KO-CHIU,WU Ph.D, National Library of Public Information and NTUT Department of Interaction Design - Image Credits
- Illustrator, Animation, UI Design credit belongs to CHIA-CHING,CHOU
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