scholarly journals Walory edukacyjno – terapeutyczne gier fabularnych - metaanaliza

2019 ◽  
Vol 9 ◽  
pp. 276-289
Author(s):  
Jakub Romaneczko

Teza: Artykuł porusza kwestię wykorzystywania gier fabularnych (ang. RPG - Role Playing Game) w procesie edukacyjnym, ale także terapeutycznym. Autor dąży do zestawienia aktualnych danych krajowych i zagranicznych na ten temat. Podstawowym założeniem, jakie jest motywem przewodnim artykułu jest analiza procesu dydaktycznego pod kątem wartości doświadczenia własnego i spontanicznej aktywności. Omówione koncepcje: Zaprezentowane badania pochodzą z praktyki pedagogicznej lub terapeutycznej wykorzystującej gry fabularne. Różnorodność tej rozrywki sprawia, że niektóre z prac skupiają się na aspekcie klasycznych gier RPG, inne zaś bardziej na teatralnych grach fabularnych (ang. LARP - Live Action Role Play), często w uproszczonej formie gier dramowych. Wyniki i wnioski: Zasadność używania gier fabularnych w edukacji opiera się na wartości doświadczenia własnego oraz wyciągania z niego wniosków, które pełni istotną funkcję w  procesie nauczania. Uczestnictwo całym sobą w grze osadzonej w realiach historycznych lub z użyciem języka obcego, znacząco podnosi poziom zaangażowania uczniów oraz jakość ich przemyśleń. Jednocześnie wielu badaczy zwraca uwagę na trudności metodologiczne w ustaleniu rzeczywistej efektywności gier RPG jako metody nauczania. Pojawiające się w badaniach refleksje autorów zmierzają do wspólnego stanowiska, mówiącego, że zarówno brak rzetelnych badań dotyczących gier fabularnych, jak również olbrzymia schematyczność obecna w polskim kształceniu sprawiają, iż szerokie stosowanie gier różnego typu w trakcie lekcji wciąż pozostaje pojawiającą się sporadycznie ciekawostką, nie uznawaną za wartościową metodę. Wartość poznawcza podejścia: Praca ma charakter zestawiający polskie opracowania z zagranicznymi i dokonuje porównania tych badań, co prowadzi do stosunkowo krytycznych wniosków dotyczących stanu polskiej edukacji i myślenia o istotności osobistego doświadczenia zarówno w nauce, jak i procesie terapeutycznym. Słowa kluczowe: gry fabularne, RPG, LARP, CRPG, edukacja, terapia, uczenie się przez doświadczenie.

2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


Author(s):  
T. Shishkina

In the scientific article the essence and significance of learning through play or game learning are determined in the training of future bank employees on a practical example of a role-playing game. Increasing demands on the quality of professional training of future bank employees for the effective work in terms of development of market relations of the current economic instability, crisis phenomena in the financial and banking sphere, the process of professional training of future bankers requires the use of modern methods and teaching methods, especially those that form the active creative activity of students.Learning through play or game learning is such active teaching method with modern advances of computer technology, the global Internet network. The methods of active learning are a set of means of organization and management of training and learning activity. These methods are characterized by the following factors: forced students' activity, independent decision making in conditions of increased motivation and emotionality, constant interaction of the educational system and students. The examples of teacher-student interaction were analyzed.In the scenario of role play the knowledge, skills and abilities are practically defined that student should learn after participating in the role-playing game. The complete scenario of the role-play "Credit insurance" is provided, which consists of the preparation of game, goals, the game content, time-stamped scenario and results. The head of the game is the teacher who conducts practical classes.The game is conducted at the practical lesson on the discipline "Insurance Culture" after the lecture "Insurance Culture in Deposit Insurance and Financial and Credit Risks"Students' activity is increasing during role and business games, which is an important factor in receiving of a significant amount of knowledge and building skills and competencies for the same period of time on the traditional method of teaching (seminars and practical classes).Key words: role-playing game, professional competencies, pedagogical method, role-playing game scenario.


2019 ◽  
Vol 5 (1) ◽  
pp. 258-279
Author(s):  
Thiago Vieira Borges Da Rosa ◽  
Ariane Guerra Barros

Esse artigo propõe uma pesquisa sobre larp (sigla de Live Action Role Playing Game), uma expressividade artística contemporânea com forte presença nos países escandinavos e trazida ao Brasil nos últimos anos, e sua relação com a performatividade de artistas cênicos de outras áreas, com especial atenção o teatro. Abordando o conceito de performatividade, traçamos uma relação entre o larp e a atuação/performance, e analisamos como algumas concepções do encenador Constantin Stanislavski podem estar relacionadas ao larp. Por fim, procuramos entender como a prática de diferentes jogos - produtos da arte do larp - podem auxiliar o ator/performer no exercício de seu trabalho.


Author(s):  
Mark G. Elwell

This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Life. All users can not only freely join, but also construct and implement role playing games of their own design. Consequently, new games are constantly emerging, and others either persisting or failing. The resulting body of practice has implications for business, technological, and social dimensions of computer games. To elucidate these implications, this chapter presents the case of the Role Play Nexus, a venue created for role playing game designers, managers, and players to share experiences, questions, resources, and proposals for sustainable ventures and communities in Second Life. Issues, controversies, and problems are identified, and solutions and recommendations discussed. Source material is drawn from transcripts of public lectures, discussions and demonstrations, from interviews, and from participant observation.


Author(s):  
Djoerd Hiemstra ◽  
Anne Carine Zagt

Abstract To develop competence through e-learning tools, students must be motivated to use these tools. Hence, we conducted two empirical studies to explore the motivating potential of an adaptive video role playing game (AVR) for training communication competencies. In Study 1 (N = 54), we used a within-person design to examine students’ motivation in three learning conditions: in the classroom, when playing the AVR, and when doing homework. The results showed that, relative to the homework condition, in the AVR condition students were higher in perceived competence, relatedness, intrinsic motivation, and flow. No difference between the classroom condition and the AVR condition were found. In Study 2 (N = 150), we used a randomized experimental design to examine the motivational consequences of using videos (AVR) rather than photos (APR) in the adaptive role playing game. We found that, relative to students in the APR condition, students in the AVR condition were higher in relatedness and flow. No differences in perceived competence, autonomy, and intrinsic motivation were observed. We conclude that an AVR may have considerable motivational benefits relative to common homework assignments, and some motivational benefits relative to an APR. Keywords: e-learning, video role play, games, motivation, flow


2021 ◽  
pp. 136787792110235
Author(s):  
Sonja Pöllänen ◽  
Jonne Arjoranta

Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and improvise without the presence of an audience. Larps offer a place where emotions and affectivities are transmitted through the embodiment of characters. Larps offer forms of likenessing, which create new affective states for the players. We conclude that larps can be powerful tools for portraying political alternatives of actual events, and they can serve a role in raising awareness. Larps offer a productive context for studying subjectivities where the focus is on affective relationalities because larps place the participants in social positions where they take up roles that might be inaccessible to them in everyday life. Larps offer a window to visit other ‘world-lines’ – and other ways of living.


2021 ◽  
Vol 42 (07) ◽  
pp. 33-48
Author(s):  
Remedios RAMON-DANGLA ◽  
◽  
Maria L. RICO ◽  
Ana I. PONCE ◽  
◽  
...  

The role play is presented in Higher Education as an alternative that fosters constructive learning, cooperation among equals and motivation for learning. In this study, we set ourselves the objective of determining the effects of the application of a role play in the subject of Financial Accounting in the Tourism Degree. According to the analysis, we can conclude that the role-playing game brings benefits for the students in relation to satisfaction and academic achievement.


Author(s):  
Celia Pearce

This essay explores the notion of role-playing as a form of “emergent authorship,” a bottom-up, procedural process leading to co-created, unexpected narrative outcomes. The essay begins with an overview of role-playing practices in the context of what might be termed the “participatory turn” in performance and culture, providing examples tabletop and live action role-playing games. Goffman’s concept of “engrossment” (from his writings on games) is compared to Csikszentmihalyi’s notion of “flow” as applied to role-playing and emergent authorship. The relationship of character to role-play is also explored through Schechners “not me, not not me” paradox, in which a character is seen as a hybrid between the performer and the fictional entity. Finally, drawing on Goffman and Fine, I outline a series of sociological “frames” that describe the functions within role-playing, and conclude with further discussion of role-playing as it fits into the larger participatory turn in performance and culture.


2019 ◽  
Vol 7 (3) ◽  
pp. 64-90
Author(s):  
Brom Cyril ◽  
Viktor Dobrovolný ◽  
Filip Děchtěrenko ◽  
Tereza Stárková ◽  
Edita Bromová

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