基于用户体验视角的中国海洋文化科普桌游设计与实践OA
Design and Practice of Chinese Marine Culture Science Popularization Board Games from a User Experience Perspective
海洋文化的传承与传播是提升国民海洋素养、增强文化自信的重要途径,然而现有科普教育产品在互动性与文化深度方面仍存在明显不足.本研究以用户体验为核心视角,以加瑞特五要素模型为基础,构建了一种科普桌游设计框架,系统探讨文化核心价值观在桌游各设计层次中的转化路径.在此框架指导下,设计并开发了一款面向8~13岁儿童的中国海洋文化主题科普桌游《大明航海家》,经实践测试验证了框架的可行性与有效性,为中国海洋文化的创新传播与海洋素养教育实践提供了可参考的设计路径.
The inheritance and communication of marine culture serve as a critical approach to improving national marine literacy and enhancing cultural confidence.However,existing science popularization products still present prominent deficiencies in terms of interactivity and cultural depth.Adopting user experience as the core perspective and based on Jesse James Garrett's Five Elements Model,this study constructs a design framework for science popularization board games,and systematically explores the transformation path of core cultural values at each design level of board games.Under the guidance of this framework,a science popularization board game themed on Chinese marine culture,The Great Ming Navigator,targeting children aged 8 to 13 is designed and developed.Practical tests have verified the feasibility and effectiveness of the proposed framework,providing a referable design path for the innovative communication of Chinese marine culture and the practical implementation of marine literacy education.
张岩鑫;郑鑫杨
深圳大学深圳大学
用户体验中国海洋文化研学教育桌游设计
user experienceChinese marine cultureexperiential educationboard game design
《科学教育与博物馆》 2026 (2)
58-68,11
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