scholarly journals Playable Personas: Using Games and Play to Expand the Repertoire of Learner Personas

2021 ◽  
Vol 6 (2) ◽  
pp. 38-53
Author(s):  
Deborah Cole ◽  
Stefan Werning ◽  
Andrea Maragliano

This article explores how playing and co-creating games in higher education contexts contributes to expanding learner personas and facilitating a multimodal learning experience. Working from the interdisciplinary perspectives of media/games studies, pedagogy, and linguistic anthropology, we conceptualize in-class learning as the making and playing of games, reporting on game experiments and playful practices targeted at learning key theoretical concepts in our disciplines. Game-based modifications to established educational practices involved: replacing lectures with Educational Live Action Role Play (Bowman 2014) sessions, using acting/performance games (Flanagan 2009) to critically reflect on ideas of community and collective identity, and introducing Twine (Werning 2017; Wilson & Saklofske 2019) to defamiliarize the expected structures and media modalities of academia. Based on evidence from participant reflections and classroom ethnographies, we argue that games can serve as a resource for extending the expressive spectrum of learner personas, for enabling embodied, participatory learning of theory, and for empowering students and educators to reflect on our internalized rules of the game of education.

2020 ◽  
Vol 1 (1) ◽  
pp. 70-80
Author(s):  
Ekerin Oluseye Michael ◽  
Heidi Tan Yeen-Ju ◽  
Neo Tse Kian

Over the years educators have adopted a variety of technologies in a bid to improve student engagement, interest and understanding of abstract topics taught in the classroom. There has been an increasing interest in immersive technology such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). The ability of VR to bring ideas to life in three dimensional spaces in a way that is easy for students to understand the subject matter makes it one of the important tools available today for education. A key feature of VR is the ability to provide multi-sensory visuals and virtual interaction to students wearing a Head Mounted Display thus providing students better learning experience and connection to the subject matter. Virtual Reality has been used for training purposes in the health sector, military, workplace training, gamification and exploration of sites and countless others. With the potential benefits of virtual technology in visualizing abstract concepts in a realistic virtual world, this paper presents a plan to study the use of situated cognition theory as a learning framework to develop an immersive VR application that would be used to train and prepare students studying Telecommunications Engineering for the workplace. This paper presents a review of literature in the area of Virtual Reality in education, offers insight into the motivation behind this research and the planned methodology in carrying out the research.


Author(s):  
Serena Zanolla ◽  
Sergio Canazza ◽  
Antonio Rodà ◽  
Gian Luca Foresti

This chapter presents the Stanza Logo-Motoria, an Interactive Multimodal Environment (IME) for learning, which the authors have been developing and experimenting with since 2009 in several educational institutions. The aim of this chapter is a) to describe the activities carried out by the Resonant Memory, the first application for the Stanza Logo-Motoria, b) to illustrate the validation protocol of the system used as a listening tool for learning English as a Second Language (ESL), and finally, c) to document the positive partial results that demonstrate the improvement in ESL oral comprehension in pupils using the Stanza Logo-Motoria. The authors have also found that this environment can offer pupils: a) a truly interactive multimodal learning experience, b) a social opportunity for learning among children, and c) an intrinsically motivating experience.


Humanities ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 124
Author(s):  
Samantha Eddy

Live action role players make the imaginative worlds of tabletop games manifest through collaborative storytelling and embodied play. Escaping the everyday, these communities could radically reimagine culture and challenge oppressive ideologies. Instead, they are deeply invested in essentializing “race”. I conducted a three-year ethnographic study alongside 20 semi-structured interviews to explore racecraft in live action role play. Supporting the groundbreaking work of Karen and Barbara Fields, I find that racecraft is a social process—continually negotiated and maintained through intimate interactions and community exchanges. Through this process, the definition of “race” is continually adapted while belief in this category remains entrenched. When participants confront racist stereotypes, practitioners coerce marginalized members into a false exchange. These members are encouraged to share experiences detailing the damage of problematic representations. Practitioners then reduce these experiences to monolithic understandings of “race”. In this insidious manner, anti-racist confrontations become fodder for racecraft. Complicating this further, patterned racism is characterized as an inborn quality of whiteness, minimizing practitioners’ accountability. Responsibility is then shifted onto marginalized participants and their willingness to engage in “racial” education. This trap is ingrained in the double standard of racism, adapting “race” such that whiteness is unrestricted by the monolithic definitions applied to those outside this category.


2014 ◽  
Vol 38 (5) ◽  
pp. 204-210 ◽  
Author(s):  
Aaron K. Vallance ◽  
Ashish Hemani ◽  
Victoria Fernandez ◽  
Daniel Livingstone ◽  
Kerri McCusker ◽  
...  

Aims and methodTo develop and evaluate a novel teaching session on clinical assessment using role play simulation. Teaching and research sessions occurred sequentially in computer laboratories. Ten medical students were divided into two online small-group teaching sessions. Students role-played as clinician avatars and the teacher played a suicidal adolescent avatar. Questionnaire and focus-group methodology evaluated participants' attitudes to the learning experience. Quantitative data were analysed using SPSS, qualitative data through nominal-group and thematic analyses.ResultsParticipants reported improvements in psychiatric skills/knowledge, expressing less anxiety and more enjoyment than role-playing face to face. Data demonstrated a positive relationship between simulator fidelity and perceived utility. Some participants expressed concern about added value over other learning methods and non-verbal communication.Clinical implicationsThe study shows that virtual worlds can successfully host role play simulation, valued by students as a useful learning method. The potential for distance learning would allow delivery irrespective of geographical distance and boundaries.


2020 ◽  
Vol 13 (1) ◽  
Author(s):  
Zheng Feei Ma

Role play provides additional learning opportunity to students by interacting with other students in classrooms. Modes of delivery in modules for a bachelor degree programme at Xi’an Jiaotong-Liverpool (XJTLU) (a transnational education (TNE) provider) are mainly teacher-led lectures and seminars. Intuitive proactive approach was used in my action research. The modified role play method by Kodotchigova was used. After the role play, a survey with open-ended questions (modified from XJTLU Student Module Feedback Questionnaire) was used to collect the perceptions of students of the role play on their learning experience. A total of 25 students aged ≥18 years (20 females and 5 males) consented to participate. There were 80% of the students who reported that role play helped them to learn and 72% of the students reported that role play stimulated their interest in the module’s subject. In conclusion, role play was a very useful teaching strategy to help students to demonstrate the practical use and apply to real life situations after learning different theoretical perspectives. However, role play might not be suitable to all students because some students might prefer to have it mixed with other teaching strategies in classrooms, particularly in a TNE context.


2014 ◽  
Vol 18 ◽  
Author(s):  
Rafael Bienia

In this personal essay, the author, sometimes in the voice of a live-action role-play (LARP) sword, discusses the nature of LARP materials, arguing that the costume or elements of the costume (such as a sword) are actually nonhuman actors.


2016 ◽  
Vol 6 (1) ◽  
pp. 21-34
Author(s):  
Bahaeldin Ibrahim ◽  
Naveen Mishra

This paper explores the prospects of online college radio at Sur College of Applied Sciences, its need among students and the possible scope of its contributions to student learning, engagement and community service. It explores the method of developing a holistic mechanism to capture the possibilities of maximizing learning experience by employing college radio as an educational tool to understand the micro-dynamics and localized necessities that deem it necessary or unnecessary. Through this, it attempts to locate an appropriate mechanism, and targeted use of the college radio in contributing to the learning outcomes and educational experience of the students. The study finds considerable scope for radio based learning at Sur College of Applied Sciences across a range of uses and gratification indicators consistent with the primary objectives of the college. The study discusses the theoretical and practical implications of the findings, and the pedagogical significance of the college radio as an alternative.


2021 ◽  
Vol 64 ◽  
pp. 309-314
Author(s):  
Madhuri Taranikanti ◽  
Aswin Kumar Mudunuru ◽  
Aruna Kumari Yerra ◽  
M. Srinivas ◽  
Rohith Kumar Guntuka ◽  
...  

Objectives: The medical college curriculum in India has not seen a change for the past several years. An initiative has been taken by the Medical Council of India (MCI) in the Graduate Medical Regulation 2018 to bring a uniform change in teaching-learning methods. This change is necessary in all fields of medical education. Restructuring the physiology laboratories to teach practical procedures using digital computerised equipment and techniques could bring about deeper learning. The past several years have made physiology merely imaginative rather than experiential. Materials and Methods: A qualitative study was done using a questionnaire to obtain the perceptions of medical teachers of both genders engaged in teaching medical physiology. Desires and opinions of physiology teachers in changing the way physiology is taught were obtained. Results: Medical teachers felt that a change is necessary to provide better learning experience. More than 80% opined that computerised equipment provide better practical experience with wider understanding of the concepts which students can relate to theoretical concepts. About 85% of teachers supported the move to suggest to MCI on restructuring the laboratories with computerised equipment. More importantly, many teachers expressed that the digital laboratories would make learning very interesting, autonomous and self-directed. The study is not just a platform for opinions but is intended to prompt reflection and bring clarity to the regulatory bodies showing a way forward to change the laboratory setup urgently. Conclusion: Most of the medical teachers in India are finding it appropriate to employ digital ways in teaching Physiology to have better learning outcomes.


Author(s):  
Elena Márquez Segura ◽  
James Fey ◽  
Ella Dagan ◽  
Samvid Niravbhai Jhaveri ◽  
Jared Pettitt ◽  
...  
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