scholarly journals O RPG no ensino remoto: processo e produto, experiências com Literatura e prática esportiva

2021 ◽  
Vol 16 (28) ◽  
pp. 5
Author(s):  
Richard Romancini ◽  
Maria de Fátima Morina ◽  
Flavio Chiari Oliveira

O artigo descreve duas experiências de uso do Role-Playing Game (RPG), ou Jogo de Interpretação de Papéis, no ensino remoto emergencial (ERE). A discussão sobre o ERE e o tema dos jogos e educação é o contexto teórico do trabalho, que busca, a partir dos estudos de caso das práticas, apontar aspectos que podem contribuir para uma utilização produtiva do RPG no ensino remoto. Conclui-se, entre outros pontos, que é importante que o docente tenha bom conhecimento da forma do RPG, assim como das tecnologias que serão utilizadas no contexto didático, podendo optar por atividades mais voltadas à experiência de um jogo previamente elaborado ou ao desenvolvimento de um, com os alunos.RPG in remote learning: process and product, experiences with Literature and sports practiceAbstractThe article describes two experiences using the Role-Playing Game (RPG) in emergency remote teaching (ERT). The discussion about ERT and the theme of games and education is the theoretical context of the work, which seeks, from the case studies of practices, to point out aspects that can contribute to a productive use of RPG in remote learning. It is concluded, among other points, that it is important that the teacher has good knowledge of the RPG form, as well as the technologies that will be used in didactic context, and may choose activities more focused on the experience of a previously elaborated game or on the development of one, with the students.Keywords: RPG; games; education; technologies; remote teaching.

2018 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Surya Amami Pramuditya ◽  
Muchamad Subali Noto ◽  
Rian Nazaruddin Azhar

AbstractThis research is motivated by students' learning difficulties exponent material, and lack of media in the learning process. One solution to overcome this problem is by developing a valid media and practical learning. The purpose of this research is to develop the Android application as a mathematics computer-assisted instruction Role- Playing Game (RPG) on practical and valid exponent material. The research is the R & D (Research and Development) and a method used in developing the media is a simplified method becomes ADD from ADDIE (Analysis, Design, Development). Data used in this research is quantitative. The instruments used interview guides and questionnaires. Data collection technique was an interview, validation sheets, and sheets practicalities. Research results obtained instructional media on the exponent material. Based on the results of the validation performed by five expert validation, obtained by 96.83% with very valid criteria. While the results of the practicalities by nine students obtained 84.32% with very practical criteria. This shows that the media instruction as a learning medium can be used in the learning process exponent material.Keywords: Media Instruction, Android Apps, ADDIE, Exponent.


2019 ◽  
Author(s):  
Totok Sumaryanto Florentinus ◽  
Kamsidjo Utomo ◽  
Robertus. Gita Ardhy Nugraha

The lack of elementary student’s knowledge and interest about Indonesia’s traditional song can affect the existence of traditional songs. Elementary students prefer to listen to modern songs from the device that they have in their daily life. In the music learning process, the student feels bored because of the monotone learning method, even though music art learning process is an important process to promote student knowledge about Indonesia’s traditional songs. Innovation is needed because of this condition. For example, is the use of technological devices like mobile device in music artlearning.Thisstudyaimstodesignanddevelopanandroidrole-playinggame(RPG) for music learning, especially Indonesia’s traditional songs. This study also analyses the worthiness of android RPG game based on expert judgment validation’s score. Basedonexpertjudgmentvalidation’sscore,themusicartlearningmediacalled“Lagu Nusantara” is worthy of supporting the student to learn about basic of music learning and Indonesia’s traditional songs. The average score is 3.6 for media representation, 4 for the material which presented in this game, and 3.3 for the use of language. The worthinessofthismediaisabove90%(precisely90.83%).Inconclusion,thisRPGgame can use by teachers or students to promote music art learning process, especially about Indonesia’s traditional songs.


Author(s):  
Chaka Chaka

This chapter explores the potential both Second Life (SL) and World of Warcraft (WoW) as instances of a virtual world (VW) and a massively multi-player online role-playing game (MMORPG), respectively, have for leveraging presence learning. The latter encapsulates, in this chapter, presence pedagogy, tele-presence, co-presence, social presence, and cognitive presence as mediated by both SL and WoW. In this context, this chapter contends that both SL and WoW help harness presence learning. Against this background, the chapter first provides a brief overview of SL, WoW, and presence learning. Second, it presents and discusses seven case studies demonstrating how both SL and WoW help harness presence learning. Third and last, the chapter outlines future trends for presence learning in respect of both SL and WoW.


2021 ◽  
Vol 5 (4) ◽  
pp. 579
Author(s):  
Vinza Hedi Satria ◽  
Darlis Herumurti

Lack of learning media will affect the learning process in the classroom. Various learning media can motivate students in online learning activities. It causes learning media to be essential in the learning process. In the current era of online learning, students are prone to boredom and stress. Therefore this study aims to develop learning media with RPG (Role Playing Games). This research is exploratory because the field of play is vast, with validation using an E-GameFlow survey to assess the level of comfort of players when gaining knowledge. The research will be conducted on 15 junior high school students by distributing online questionnaires. The methods used to collect data are observation and questionnaires. The instrument used to collect data is a questionnaire. The technique used to analyze the data is descriptive qualitative and quantitative analysis. The results of each question on each aspect of E-GameFlow will be analyzed to find conclusions about the games that have been made. The results of the data obtained show that the lowest value is 5.49 in the challenge aspect, which is caused by a static game map and lack of guidance regarding the game. The overall results of E-GameFlow show that the game can provide comfort to players while providing learning materials. This is evident from no aspect with a score below the average.


2020 ◽  
Vol 6 (2) ◽  
pp. 157-190
Author(s):  
Bettina Bodi ◽  
Jan-Noël Thon

Abstract Drawing on Janet Murray (1997), Katie Salen and Eric Zimmerman (2004), and other previous proposals, this article conceptualizes player agency as the possibility space for “meaningful” choice expressed via player action that translates into avatar action, afforded and constrained by a videogame’s design. It further distinguishes between four core dimensions of agency thus conceptualized: First, spatial-explorative agency is afforded by those elements of a videogame’s design that determine the player’s ability to navigate and traverse the game spaces via their avatar. Second, temporal-ergodic agency is afforded by those elements of a videogame’s design that determine the player’s options for interacting with the videogame as a temporal system. Third, configurative-constructive agency is afforded by those elements of a videogame’s design that allow the player to configure their avatar and/or (re)construct the game spaces. Fourth, narrative-dramatic agency is afforded by those elements of a videogame’s design that determine the player’s “meaningful” impact on the unfolding story. The article then moves on to analyze two case studies of independently developed videogames: ZA/UM’s role-playing game Disco Elysium (2019), whose complex nonlinear narrative structure primarily affords configurative and narrative agency, and System Era Softworks’s sandbox adventure game Astroneer (2019), whose procedurally generated game spaces and “open” game mechanics primarily afford explorative, constructive, and dramatic agency.


2018 ◽  
Vol 8 (2) ◽  
pp. 170
Author(s):  
Nina Sofiana

<p>The objective of this study is to develop Role-Playing Game (RPG) application as an alternative media in reading learning. The developed RPG application is based on Cooperative Integrated Reading and Composition (CIRC). The implementation of the developed RPG application is aimed to provide learning materials of reading skill in more attractive way to generate an innovative learning environment in which the students will not be uninterested in the learning process. The study is education research and development (R&amp;D) which consisted of research and information collecting, planning, developing product form, expert validation, product revision, field testing and developing final product.  The subjects are the students and English teachers from one of vocational schools in Pati, Central Java, Indonesia. The instruments of this research are observation, documentation and questionnaire. Using qualitative and quantitative data analysis, the media developed contained some texts and it belonged to good category as the result of validation from material and media experts. After the developed media was used in reading learning, it was found that the students had positive response toward it. Thus, it can be deduced that the RPG application developed can be used as a media in learning process of reading skill.</p>


2019 ◽  
Vol 18 (2) ◽  
pp. 181-188
Author(s):  
R. Gita Ardhy Nugraha ◽  
Totok Sumaryanto ◽  
Kamsijo Budi Utomo

Elementary students prefer to listen to modern songs from the device that they have in their daily life. In the music learning process, the student feels bored because of the monotone learning method, even though the music art learning process is an important process to promote student knowledge about Indonesia’s traditional songs. Innovation is needed because of this condition. This study aims to design and develop an android role-playing game (RPG) for music learning, especially Indonesia’s traditional songs. This study also analyses the worthiness of android RPG game based on expert judgment validation’s score. Based on expert judgment validation’s score, the music art learning media called “Lagu Nusantara” is worthy of supporting the student to learn about the basic of music learning and Indonesia’s traditional songs. The average score is 3.6 for media representation, 4 for the material which presented in this game, and 3.3 for the use of language. The worthiness of this media is above 90% (precisely 90.83%). In conclusion, this RPG game can use by teachers or students to promote music art learning process, especially about Indonesia’s traditional songs.


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.


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