Z / 真实发布

产品 · 学习引擎 / PRODUCT · LEARNING ENGINE

TOKEN QUEST

ARCS 驱动的信息科技闯关引擎 · Web 试玩 / An ARCS-powered ICT quest engine · Web trial

我的角色 / My Role · 教学设计与产品开发 / Instructional Design & Product试玩已发布 / Trial live
TOKEN QUEST

项目介绍 / Project Overview

TOKEN QUEST 不是一关玩具,而是一套按 Keller ARCS 动机模型搭好的学习引擎:注意、关联课标、建立信心、通关满足。Web 试玩是公开切口;桌面版已在机房覆盖更长地图。晶体答题、知识墙、名人路人、Boss 都在同一条路上——知识是过关条件。后续关卡与正式路径会继续挂在同一产品下。 / TOKEN QUEST is not a toy level. It is a learning engine built on Keller’s ARCS: Attention, Relevance, Confidence, Satisfaction. The Web trial is the public cut; the desktop edition already runs a longer map in the lab. Quizzes, knowledge walls, cameos and bosses sit on one path—knowing is how you proceed. More levels and the full release stay under the same product.

问题 / THE PROBLEM

解决什么问题 / What problem it solves

信息科技课容易变成讲义 + 刷题,或变成「看起来很炫但学不到点」的小游戏。老师缺的是:能抓住注意、对准课标、学生能过关、过关等于学会的一条完整学习环。 / ICT classes drift into handouts and drills—or flashy minigames that teach little. Teachers need one loop that holds attention, hits the syllabus, lets students finish, and makes finishing mean learning.

理念 / RATIONALE

这不是一款纯玩的游戏 / This is not a toy

理念来源 / Source · John M. Keller · ARCS 动机模型(Attention / Relevance / Confidence / Satisfaction)

TOKEN QUEST 按 Keller ARCS 排课:先抓住注意,再关联课标,再建立「我能过」的信心,最后用通关把学会变成满足。四个字母写进关卡,不是贴在说明书上。 / TOKEN QUEST sequences the lesson with Keller’s ARCS: Attention, Relevance, Confidence, Satisfaction. Each letter is a beat in the level, not a slogan on a worksheet.

Attention 引起注意

闯关、晶体、名人、Boss 用动作把学生拉进这一课。 / Action pulls students into the lesson.

Relevance 建立关联

知识墙与答题是过关条件,对齐计算机组成。 / Knowing is how you proceed; aligned to computer organisation.

Confidence 建立信心

前半可练;Boss 锁血出题,路径清楚。 / Early practice; boss locks ask questions on a clear path.

Satisfaction 获得满足

通关因为用上了原理,不是贴纸分数。 / Clear because you used the idea—not a sticker score.

操作 / HOW IT RUNS

怎么实际操作 / How it works

浏览器打开试玩;机房可用桌面完整版。学生跑跳战斗答题,老师不必另发练习卷。 / Open the Web trial in a browser; labs can use the full desktop. Students run, fight and answer—no extra worksheet.

  1. 01

    进关 / Enter the level

    校园机房场景,路上晶体与波次。 / School-lab scene with crystals and waves.

  2. 02

    学在路上 / Learn on the path

    知识墙、答题、名人对话都是前进条件。 / Walls, quizzes and cameos gate progress.

  3. 03

    Boss 与通关 / Boss and clear

    蓝屏兽锁血出题;答对继续,通关带走组成概念。 / Bluescreen locks at key HP; right answers continue; clear the architecture idea.

进度 / WHERE IT IS NOW

现在到哪一步 / Where it is now

Web 第一关试玩已上线(含全屏);桌面版在机房有更长地图。正式版路径预留,不覆盖试玩。 / Web Level-1 trial is live (with fullscreen). Desktop holds a longer map in lab. Official path is reserved, separate from the trial.

试玩关:主角打怪画面 / Trial fight scene
试玩关:主角打怪画面 / Trial fight scene
产品封面:校园机房闯关 / Cover: school-lab quest
产品封面:校园机房闯关 / Cover: school-lab quest

我的工作 / My Contribution

我负责教学设计、关卡体验、Web 实现与试玩发布;引擎会继续扩关。 / I own instructional design, level feel, the Web build and the trial. The engine keeps growing.

01

引擎可扩关 / One engine, many levels

Web 试玩是切口;同一套循环可挂更多年级与课标。 / The Web trial is the cut. The same loop takes more years and curricula.

02

课在路上 / The lesson is the path

答题、知识墙与战斗连成一节课,不是另开一张练习。 / Quizzes, knowledge walls and combat are one lesson, not a separate drill.

03

随时可玩 / Play anywhere

Windows 与手机浏览器即可;全屏后适合横屏。 / A Windows or phone browser is enough; fullscreen works best in landscape.