A tool to support the creation of digital games to promote environmental awareness

Author(s):  
Tanira Mamudo Hussein Suandique ◽  
Pedro Beca ◽  
Monica Aresta
2019 ◽  
pp. 82-99 ◽  
Author(s):  
Erin O’Brien ◽  
Helen Berents

In recent years, digital games have emerged as a new tool in human trafficking awareness-raising. These games reflect a trend towards ‘virtual humanitarianism’, utilising digital technologies to convey narratives of suffering with the aim of raising awareness about humanitarian issues. The creation of these games raises questions about whether new technologies will depict humanitarian problems in new ways, or simply perpetuate problematic stereotypes. This article examines three online games released in the last five years for the purpose of raising awareness about human trafficking. In analysing these games, we argue that the persistent tropes of ideal victims lacking in agency continue to dominate the narrative, with a focus on individualised problems rather than structural causes of human trafficking. However, the differing approaches taken by the games demonstrate the potential for complexity and nuance in storytelling through digital games.


2017 ◽  
Vol 52 (4) ◽  
pp. 815-830 ◽  
Author(s):  
Giancarlo Giudici ◽  
Massimiliano Guerini ◽  
Cristina Rossi-Lamastra

2011 ◽  
pp. 1434-1459
Author(s):  
Karen Schrier ◽  
Charles K. Kinzer

Teacher education that emphasizes the understanding and assessment of ethics can support the creation of an ethically aware and critically engaged citizenship. But how do we develop teachers who are reflective and critical thinkers of ethics? One potential solution is to incorporate digital games and simulations into teacher education curricula. Game worlds might be suitable playgrounds for ethical thinking because they can encourage experimentation with alternative identities, possibilities, and perspectives, and can support a learning sciences framework where: 1) cognition is situated, 2) cognition is social, and 3) cognition is distributed. In fact, games themselves, like all media, reflect designed values systems that should be considered and analyzed. Using case studies of current commercial and more explicitly educational digital games, we create a set of recommendations for creating future games and simulations that teach ethics to educators.


2018 ◽  
Author(s):  
Pilar Soto Sánchez

No cabe duda de que en el escenario de crisis socioambiental por el que atravesamos es más que urgente y necesaria la transformación de la humanidad hacia los parámetros de la sostenibilidad. Este cambio supone afrontar uno de los mayores retos en la actualidad y desde el prisma de la práctica artística realizar esta necesaria transición hace entender el arte como una de las herramientas más potentes para la transformación. La capacidad de interconexión entre el campo simbólico y el práctico de la creación artística vinculada a la conciencia ecológica, puede activar la empatía y reforzar los vínculos de respeto con la naturaleza para despertar la conciencia ecológica en los individuos. Consciente de la diversidad de artistas que, desde los años sesenta hasta la actualidad, han trabajado desde diferentes estrategias para activar lazos de reconciliación entre la humanidad y la naturaleza ante el desequilibrio ecológico, el presente ensayo se centrará particularmente en exponer mi propia estrategia creativa como un ejemplo más para despertar la conciencia ecológica desde la práctica artística.Esta investigación forma parte uno de los resultados de mi tesis doctoral y en ella se muestra el proceso de creación y recorrido de uno de mis últimos proyectos artísticos Radici in equilibrio. Obra con la cual, se han podido estudiar las fases de creación de una posible estrategia artística de concienciación ecológica. Se pretende mostrar, con tal caso práctico, la idea de que la creación contemporánea puede atender a los procesos ecológico-sociales, siendo capaz de introducirse en los nuevos escenarios de la transición hacia la sostenibilidad. La práctica artística se convierte en un activador de consciencias capaz de florecer en los territorios fértiles que emergen del estado de crisis socioambiental. Synergies in the art work “Roots in balance”. An artistic strategy for a transition towards environmental awareness.Through my artistical position, facing the ecological crisis, this article exposes and analyses one on my last project “Radici in equilibrio”. Art piece with which I’ve been able to go deep into the creation phases of an artistic strategy to create ecological consciousness. With this practical case, I demonstrate that contemporary creation can handle ecological-social processes, being able to introduce itself into new transitional scenarios through sustainability. The artistic practice gets to be, in this way consciousness producer able to grow in fertile territories that arise from the social and environmental crisis condition.


Author(s):  
Felipe De Oliveira Pantoja ◽  
Julyson Batista Nogueira ◽  
Bruno Pereira Gonçalves ◽  
David Barbosa de Alencar ◽  
Paulo Oliveira Siqueira Júnior

This paper presents the use of games as a strategy for teaching the principles of environmental education, focusing on preserving the rivers and streams of Manaus, polluted daily. The research is qualitative, using indirect documentation for data collection, based on articles and websites that address the subject. After the survey were listed the main points about environmental education, water pollution and how to use digital games for environmental awareness. The concepts were applied in the construction of a game prototype that warns about the importance of river preservation and how to avoid pollution. The aim is to achieve this through the simple and dynamic language that games can offer, while at the same time alerting about this environmental cause, focusing on children from six to ten years old, because they have more interaction with the games and are in their age of critical opinion formation. Research has found that water is an important resource, but it is still not preserved as it should. Nevertheless, the combination of gaming entertainment with environmental awareness concepts has proved to be a good alternative to combat the problem.


2018 ◽  
pp. 356-368
Author(s):  
Margarida Romero ◽  
Jean-Nicolas Proulx

Teachers' digital literacy is part of the 21st century professional competences and is an essential part of the decision-making process leading to integrate the use of technologies in the classroom according to the curricular needs. This article focus on the teachers' competence to integrate technologies in the classroom by analyzing their integration strategies. The teachers' curricular integration strategies are analyzed in this article by analyzing Digital Game Based Learning (DGBL) curricular integration strategies with a group of 73 pre-service primary teachers in Université Laval (Canada). The results show the pre-service teachers selected the use of existing resources instead of the creation of new ones. The majority of the selected resources were games in the are of Mathematics. The participants discussed this strategy as the easiest way to align the digital games in the primary education curriculum. The authors discuss, at the end of the paper, the limits of this strategy and the opportunities to develop alternative ways to integrate digital games in the classroom to develop the curricular objectives such game repurposing and the creation of digital games as a learning activity.


Author(s):  
Centaury Harjani

The work of art has a lot of variety, concepts, themes, until the destination in the making art. The sameness in every work of art that each work must have had the mark or the symbolism that will be showed through the work. This paper contains the elaboration of a work textile craft "Dryness" based on material, technique and visual aspects ofform in order to preserving the environmental awareness. "Dryness" is the work of art that use residue material which isnot commonly used in a work of textile craft, it is to influencing the behavior of people generaly. Creating the works using patchwork and embroidery as a whole is intended to describe the environmental conditions of drought. This works not only have meaning to raise awareness of natural conditions in the environment, but also condering people about how it impacts the environment and how it impacts to everyone who witnessed it. The expectation from this article is inspire the creation of art to have insight environmental awareness not only in terms of a visual aspect but also from the material aspect.Keywords: Visualization, Environmental Awareness, Patchwork.


Author(s):  
Maja Osińska ◽  
Michał Szymański

The article aims to take a closer look at the problems of broadly understood political correctness in the space of the digital games. The authors on several examples try to show the causes of this phenomenon – both those in the creation of the game world and the publishing process. The text primarily tries to look at political correctness from a wider perspective - trying to show the reasons for its existence, not necessarily related to the lobbying of minority groups.


Author(s):  
Thiago Falcão ◽  
Luiz Andrade ◽  
Emmanoel Ferreira ◽  
Paolo Bruni

This chapter presents an investigation on how the ludic incorporation of locative media modifies the creation of meaning in urban spaces. In this sense, the authors try to understand how electronic games reinforce the relationship between the urban space and the digital media, allowing the creation of intelligent informational territories. The authors‘ hypothesis is based on the fact that these specific types of digital games – known as ubiquitous, pervasive games – develop new spatiality forms, producing – to the players – other types of use and appropriation of the urban space. In order to develop this discussion, they propose an analysis of some alternate reality games (ARGs) developed in Brazil.


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