A JOURNEY IN THE WORLD OF STRANGES AND THE WONDERFULNESS OF GERALD DARELLS HEROES – „MY FAMILY AND OTHER ANIMALS“

2020 ◽  
Vol 11 (2) ◽  
pp. 296-297
Author(s):  
Adelina Simitchieva ◽  

The article presents an interdisciplinary approach within a lesson in the sixth grade on Gerald Durrell’s „My family and other animals“. It draws attention to the possibilities of interdisciplinary collaboration between subjects, such as literature, biology and sports. The lesson combines the objectives of education in order to turn the compulsory learning content into an experience full of positive emotions. The lesson realizes important goals in all three disciplines – to enrich students’ experience in extracting moral messages from the studied text, to strengthen the importance of the role of man and animals in environmental terms, and to motivate the students to explain the relationship between movements in sports and animals and to make demonstrations. The change in the methods of traditional teaching and the educational environment are a prerequisite for a fuller understanding and empathy of the artistic text. Additionally, the implementation of interdisciplinary and sociocultural connections assists students in mastering knowledge about the world. The development of cognitive activity is stimulated by working on multimedia presentations, role-playing games as basic conditions for stimulating active learning. Flexibility and creativity are achieved through the application of an interdisciplinary approach and a variety of language, creative and research tasks: Interdisciplinary approach, interdisciplinary links, active learning.

Author(s):  
Gabriella M. Harari ◽  
Lindsay T. Graham ◽  
Samuel D. Gosling

Every week an estimated 20 million people collectively spend hundreds of millions of hours playing massively multiplayer online role-playing games (MMORPGs). Here the authors investigate whether avatars in one such game, the World of Warcraft (WoW), convey accurate information about their players' personalities. They assessed consensus and accuracy of avatar-based impressions for 299 WoW players. The authors examined impressions based on avatars alone, and images of avatars presented along with usernames. The personality impressions yielded moderate consensus (avatar-only mean ICC = .32; avatar plus username mean ICC = .66), but no accuracy (avatar only mean r = .03; avatar plus username mean r = .01). A lens-model analysis suggests that observers made use of avatar features when forming impressions, but the features had little validity. Discussion focuses on what factors might explain the pattern of consensus but no accuracy, and on why the results might differ from those based on other virtual domains and virtual worlds.


2012 ◽  
Vol 22 ◽  
pp. 50-75
Author(s):  
Mirjam Palosaari Eladhari

This article discusses how components in a game world can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi-player online (MMO) proto- type where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the “boss monsters” that in adventure and role-playing games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centred on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system where tactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflec- tions of persons they had complicated relationships with in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called “Mother”. The Mother cast spells called “Focused Aggression” and “Cold Ripple of Fear”. It was able to perform acts called “Blame”, “Threaten”, and “Disagree”. The group experimented with tactical choices, while reasoning about the Mother’s potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called “Forgive”.


Author(s):  
N.N. Kaznacheeva ◽  

Statement of the problem. Nowadays, preschoolers are developing in a space of enhanced informational impact, which determines the qualitative changes in their perception, consciousness, thinking, motivational and emotional-volitional spheres, activities, ethical and value aspects of life. There are processes of too early inclusion of the child in the world of gadgets, which leads to disruption in communication with parents and adults, slower speech and communication skills development, autism spectrum disorders. The processes cause the problems in the formation of children’s thinking, the development of their cognitive activity, which results in the gradual loss of their native language as a leading tool of consciousness. The fact arouses concern as the speech development of preschoolers is undergoing changes related to the formation of speech abilities, skills, prerequisites for reading and writing, the culture of speech communication. The study addresses the problems of preschoolers’ understanding of the semantic diversity of their native language, difficulties in forming the vocabulary, mastering the system of language concepts, morphological, word-formation and syntactic regularities, mastering the sound culture of speech, the formation of coherent speech and communicative competence. Despite the fact that the issues of speech development of preschoolers in various aspects are rather widely covered, however, the particularities of preschool children learning the Russian language as a native language in the context of information socialization require a deeper consideration. The purpose of the article is to consider not only the psychological effects of information socialization on the speech development of a child, but also to search for new methods that contribute to the mastery of the Russian language as a mother tongue, forms of mastering the role-playing game as a leading neoplasm of preschool childhood, the development of the emotional sphere and cognitive activity. The research methodology includes theoretical analysis, a synthesis of studies conducted by international and Russian scientists, and research in the field of language education of children, diagnosis of speech and communicative development of children, mastery of the Russian language as a mother tongue. Empirical methods are implemented to diagnose the level of mastery of the Russian language as a native one. Research results. The study presents diagnostic data on the level of mastery of the mother tongue by senior preschoolers. The conclusion is drawn on the importance of the integrative application of interactive dialogue methods and techniques that contribute to the activation of the creative, cognitive, communicative initiative of preschool children: work on the semantics of the word; creating conditions for the development of the desire of children to integrate into joint activities; role-playing games using the role-changing technique; stimulation of children’s imagination in verbal inventing stories; application of techniques for creating plot compositions in a verbal story. Conclusion. The study presents new methods that contribute to the mastery of the Russian language as their native mother tongue by preschoolers to study and develop their creative, communicative and cognitive experience. The results show that the techniques help to increase the efficiency of communication between children and adults, to optimize the adaptation process of a child in the world of the Russian language, its value-national component.


2018 ◽  
Vol 2 (1) ◽  
pp. 8-17
Author(s):  
A.G. Salmanov ◽  
I.Yа. Kotsyumbas ◽  
V. V. Trokhymchuk

The «One Health» concept is gathering momentum and over the next years, International Journal Antibiotics and Probiotics will be publishing a series of articles to help encourage that process. Written by specialists in a range of fields, the articles will consider the meaning of One Health, the interactions between animal and human health and how a collaborative and interdisciplinary approach could help to solve emerging global problems. Governments and scientists worldwide recognised that greater interdisciplinary collaboration was required to prevent and control zoonoses and antimicrobial resistance, and that such collaboration should include not only physicians and veterinarians, but also wildlife specialists, including environmentalists, among others. The expression One Health was proposed as a concept to foster such interdisciplinary collaboration. It has been adopted with great enthusiasm by the veterinary profession and by the international agencies charged with control of zoonoses, most notably the Food and Agriculture Organization (FAO), the World Health Organization (WHO), and the World Organization for Animal Health (OIE). Worldwide, the veterinary profession has promoted the concept of One Health to address such issues as food. It is clear that no one discipline or sector of society has enough knowledge and resources to prevent the emergence or resurgence of diseases in today’s globalised world.


2019 ◽  
Vol 8 (1) ◽  
pp. 99-107
Author(s):  
Tanya Perkins

In the writing classroom, collaborative learning often takes the form of co-authoring, peer workshops or critique sessions. While useful, what other active learning approaches might be effective, particularly in light of the range of media with which students are increasingly familiar? World-building—creation of an alternative/speculative or futuristic land, world or universe—offers an approach to fiction writing amenable to both creative collaboration and digital modalities. This article examines how a team-based world-building project in an advanced writing course engenders creative-making through active learning and collaboration;  builds upon the multi-modalities and genres through which many students already engage with fiction (video, online and/or fantasy role-playing games, horror, speculative and science fiction); and leverages both physical and virtual space as creative collaborative environments.  With this approach, students in a seated class team up to create original alternative worlds in an online environment--including production of both digital and physical artifacts--within which their own (individual) stories are set. The result is movement between real and virtual space, as well as between shared creative acts and personal imaginative writing.


2021 ◽  
pp. 53-56
Author(s):  
Yu. DUBOVYK

The article presents the results of a pilot study of older preschool children’s acquaintance with the adults’ professional activities. It has been found that older preschoolers have a lack of knowledge of sports, art, labor, military, and medical professions. The presence of children’s gender stereotypes in the expression of preferences for a certain profession has been revealed. The study has served as a basis for developing pedagogical conditions for deepening preschoolers’ ideas about the profession, in particular, updating the content of preschool children’s acquaintance with adult work, selection of effective tools and methods for forming children’s ideas about professional activities; usage of the principle of gender equality in this process; and establishing a constructive partnership of parent-educator interaction. It is stated that the system of pedagogical conditions creates a basis for the emergence of children’s interest in the world of professions, the desire to learn new information about professional activities, and the desire to apply the acquired knowledge in practice.Methods of deepening preschoolers’ perceptions of professions are identified. They are the following: didactic games, computer-didactic games, reading children’s literature, watching cartoons and cartoon series, story-based role-playing games. The importance of applying a gender-sensory approach in the process of forming children’s ideas about the professional activities of various professions is noted. Forms (observations, excursions, etc.), methods (didactic and plot-role games, meetings with representatives of various professions, reading fiction, reviewing paintings, watching cartoons, etc.) are offered.They should be used to form children’s ideas about labor distribution. Forms of partnership interaction of the educator with the parent team are defined, namely, traditional one (seminars, talks, joint excursions, exhibitions of children’s works made together with parents, etc.), innovative one (a round table, a workshop, a master class, etc.). Tasks for parents for their career guidance work with preschool children are identified.


2019 ◽  
Vol 16 (2) ◽  
pp. 115
Author(s):  
Ardian Indro Yuwono ◽  
Gabriel Roosmargo Lono Lastoro Simatupang ◽  
Aprinus Salam

In the world of digital video games, human players are present through surrogates. Surrogates in the video game is a character which also called by the term avatar which is a self-representation of real players. The presence of avatars in role playing games are formed through a process of creation by the gamer. The production of avatars cannot be separated from the unconscious mind of the players, the unconscious desire, ego and ideology. This avatar creation process continues ongoing, following the progress of the video game story. The decision, the path, and the act that the player take in completing the story are gradually reshaping the avatar. In the end, the avatar eventually became a manifestation and reflection of the unconscious minds of the video game players. This research conducted using ethnography and Jacques Lacan psychoanalysis theory.


2018 ◽  
Vol 9 (1) ◽  
pp. 111
Author(s):  
Paulo Henrique Pinho Oliveira

The business game methodology is applied for the best universities in the world and has been improved itself throughout the years. Using simulated backgrounds, the players live some experiences that could live in their professional future and take decisions to have success in the game. As all research stream, business game’s evolution not only has to prove your methods and benefits, but also has to know your criticisms. This paper studies these criticisms about the teaching model, specifically the fact that a round of decisions forces the student to take a decision, without he or she realized the real necessity of it. A business game literature review is needed so, and also about some parallel themes that could increase the knowledge and identify news alternatives for the criticisms, mainly about the role-playing-games method characteristics, proposing a new direction for the following researches focusing the improvement of the learning based in games.


2019 ◽  
Vol 40 ◽  
Author(s):  
Krisztián Benyovszky

Role-playing games, the use of pseudonyms and literary fiction The paper contains the onomastic analysis of the comedy crime novel Zločin Hercula Poirona (The Crime of Hercule Poiron) by Eva Bešťáková, which was published in 2016. The focus is on the connection between role-playing games and the motivations behind the use of pseudonyms. The story of the Czech writer foregrounds a main character who one day decides to play the role of Hercule Poirot. His name (Hercule Poiron) and his features are similar to those of the world-famous Belgian detective. He manages to persuade many people that he is the real Poirot, however, he is well behind in character and skills. As a result, his game eventually fails. The story of Poirot has a metaphorical meaning. The conclusion of the study is that the behaviour of the characters in literary apocrypha is characteristically theatrical: similarly to actors, the characters use pseudo-nyms temporarily, while they step into the shoes of another person. This means that detective figures in Poirot stories not written by Agatha Christie must be considered figures who play the role of the real Poirot.


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