„MYTH – FOLKLORE – HISTORY“ – INTERDISCIPLINARY LESSON IN 5-TH GRADE

2021 ◽  
Vol 12 (2) ◽  
pp. 469-471
Author(s):  
Teodora Pashalieva ◽  
◽  
Angelina Markova ◽  

The modern way of living, full of a lot of information and high technologies, changes the reality and places in front of the teachers more and more challenges related to the motivation for acquiring lasting knowledge and developing research skills in their students. This requires the use of various innovative methods. The lesson – „Myth – Folklore – History“ allows fifth-graders through research tasks, role-playing games and project work understand the relationship between time – calendar – faith – art, to acknowledge that the ancient people in our lands had spatial thinking and developed symbolism, on the basis of which they create rituals, arts and calendars. This is a lesson that provokes not only exploratory thinking, but also children’s imagination. It allows the human mind to begin an incredible journey through time. Students, exploring verbal creativity, ancient images and interesting facts about the caves „Kozarnika“, „Magura“, „Altamira“, „Lascaux“, comprehend the concepts of chaos, space, myth, opposition pair, folklore, time, science, history. They understand the structure of the world according to ancient people and relate it to the modern world.

Author(s):  
Diane Rasmussen Neal ◽  
Caroline Whippey

The popularity of video games as a source of entertainment is undeniable, but games attract unfortunate attention regarding the potentially negative impact on gamers’ lives. Through semi-structured interviews and phenomenographical analysis, we will explore the relationship between hardcore gamers’ views on MMORPG features and their feelings of mental well-being.La popularité des jeux vidéo comme source de divertissement est indéniable, mais malheureusement les jeux suscitent des craintes quant à leurs effets potentiellement négatifs dans la vie des joueurs. Grâce à des entrevues semi structurées et une analyse phénoménographique, nous explorerons la relation entre l’opinion des joueurs avides de jeux RPG massivement multijoueur sur les caractéristiques des jeux et leurs sentiments de bien-être mental.


2017 ◽  
Vol 2017 ◽  
pp. 1-8
Author(s):  
Byungchul Park ◽  
Duk Hee Lee

A narrative structure is one of the main components to constitute the genre of Massively Multiplayer Online Role-Playing Games (MMORPGs). Meanwhile Real Money Trade (RMT) enables a player to adjust an ex post level of challenge by skipping the narrative structure of a game. However, RMT may concurrently disturb a player who enjoys game following the narrative structure hierarchically. In pursuance of developing the knowledge about the relationship between RMT and the usage of MMORPG, we investigate the role of the strictness of predetermined narrative structure. We present the dual structure of societies to describe a player that arbitrarily decides to reside in a virtual society. Then we adopt the social nominalism to explain how individual motif of playing a game is expanded to the nature of game. Finally, we argue that a game with weakly predetermined narrative structure is more positively associated with RMT volume, since these games arouse a player’s sentiment of fun by relying more on their socially oriented motivation. With empirical evidence from the Korean MMORPGs market, we proved the hypothesis.


Author(s):  
М. S. Vasylyk

The article reveals the effectiveness and reasonable usage of interactive methods while teaching English as a foreign language to the students of non-specialized faculties. The article shows the importance of these methods as a means of intensification, optimization and stimulation of studying process. The article analyses the concept «interactive education technology». The methods of teaching applied in an interactive process of teaching foreign languages such as situational-thematic, discussion and research are studied. The most effective in terms of assimilation of language material and the interest of students in the process of learning at non-language faculties is the project method, the method of «brainstorming» and the method of business role-playing games. Thus, these innovative methods are characterized by high efficiency of material mastering. In the process of work, students of non-language faculties develop not only organizational but also methodological and play-technical skills.


2021 ◽  
Vol 46 ◽  
Author(s):  
Chanel J Larche ◽  
Peter Tran ◽  
Tyler B Kruger ◽  
Navi Dhaliwal ◽  
Mike J Dixon

Playing video games to escape daily life is associated with problem video gaming and depression. Playing to escape is an especially common motive among players of role-playing games (RPGs). Given that RPGs are highly immersive, a possible source of positive affect for depressed escape players may be the rewarding aspects of flow or immersion. We aimed to ascertain whether players who report gaming to escape are more prone to experiencing flow while playing RPGs but not arcade-type platform games. In Experiment 1, we measured the depression symptoms and player motives of 56 participants while they played an RPG. We measured subjective arousal, flow, and positive affect after each condition of an ABBA design (A was a control condition featuring a simplified game, B the fully immersive game). In Experiment 2, we recruited 65 players to play a simple platform game (also measuring problem video gaming and mindfulness). In both studies, we contrasted those in the upper tercile of escape motivation scores with those in the lower tercile of these scores. Escape gamers (n = 20) had greater flow and positive affect while playing an RPG (Experiment 1) than did non-escape players (n = 19), but escape (n = 22) and non-escape (n = 22) gamers did not differ in flow and affect when playing a platform game (Experiment 2). Gaming to escape was significantly correlated with depression in Experiment 1. Experiment 2 showed that escape gaming was associated with problem video gaming and mindfulness problems. These findings suggest that escape gamers may find relief through the enjoyment of experiencing flow, but only in immersive games.RésuméLa pratique des jeux vidéo comme moyen de s’évader de la vie quotidienne est associée au problème de la dépendance au jeu et à la dépression. Cette motivation s’observe particulièrement chez les adeptes de jeux de rôle. Étant donné la nature fortement immersive de ces derniers, l’expérience gratifiante que procure la fluidité/l’immersion pourrait être une source possible d’affect positif pour les joueurs déprimés. Nous avons voulu savoir si les joueurs qui disent pratiquer les jeux vidéo par désir d’évasion font davantage l’expérience de la fluidité dans le cadre des jeux de rôle que dans les plateformes de jeux de type arcade. Dans la 1re expérience, nous avons évalué la symptomatologie dépressive et les motivations chez 56 joueurs dans le cadre d’un jeu de rôle. Nous avons mesuré le degré d’excitation subjective, de fluidité et d’affect positif au terme de deux situations de jeu suivant un modèle ABBA (A correspondant à un jeu simplifié, B à un jeu pleinement immersif). Dans la 2e expérience, 65 joueurs ont joué à un simple jeu de plateforme (tout en évaluant leur degré de dépendance aux jeux vidéo et leur capacité d’attention). Dans chaque cas, on a comparé les résultats des tertiles supérieur et inférieur relativement au désir d’évasion. Les joueurs en quête d’évasion (n=20) ont montré une fluidité et un affect positif supérieurs par rapport aux autres joueurs (n=19) dans le cadre du jeu de rôle (1re expérience); toutefois, aucune différence n’a été relevée entre les deux groupes, ni sur le plan de la fluidité, ni sur le plan de l’affect, dans le cadre du jeu de plateforme (2e expérience). La pratique des jeux vidéo comme moyen d’évasion est fortement corrélée avec la dépression dans la 1re expérience; la 2e montre qu’elle est associée à la dépendance au jeu et à des problèmes de capacité d’attention. Ces résultats laissent penser que le plaisir associé à l’expérience de la fluidité procure peut-être aux joueurs qui pratiquent les jeux vidéo un sentiment de soulagement, mais que cela se produirait uniquement dans les jeux immersifs.


2007 ◽  
Vol 27 (1) ◽  
pp. 37-46 ◽  
Author(s):  
Anna E. Park ◽  
Tracy B. Henley

The present study examined the relationship between personality and character preferences in fantasy computer role-playing games. Subjects were required to complete two measures: The Big Five Inventory and a survey designed to determine character preferences in fantasy computer role-playing games as well as relevant fantasy/gaming experiences. Several correlations were observed that generally support the hypothesis that individuals choose characters that are reflections of their own personalities. For example, individuals who scored high on extraversion tended to prefer characters that were described as charismatic. Likewise, agreeableness was correlated with preferences for characters with helping occupations and negatively correlated with more deviant occupations.


2021 ◽  
Vol 12 ◽  
Author(s):  
Jianfen Wu ◽  
Minmin Liu ◽  
Wenqi Lin

This study investigated the relationship between teachers' mental state talk and young children's theory of mind with a quasi-experiment. In total, 56 young children were assigned to the experiment group (meanage = 41 months, SD = 2.47, 46% girls) and the control group (meanage = 40.68 months, SD = 2.23, 43% girls). The experiment group was engaged in a 12-week intervention program with mental state talk in storytelling, casual conversations, and role-playing games, whereas the control group received no interventions. All the children were tested with three theory of mind (ToM) tasks before and after the intervention. The results indicated that the experimental group had a significant improvement in the ToM scores, whereas the control group showed no significant change. The educational implications of these findings are discussed.


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.


1970 ◽  
Vol 2 (4) ◽  
Author(s):  
Stefano De Paoli ◽  
Aphra Kerr

Massive Multiplayer Online Role-Playing Games (MMORPGs) are a sub-sector of virtual worlds that share with other worlds the characteristics of both complex technological systems and complex societies. The success of several MMORPGs makes them a vibrant area for research from different points of view, including their economic aspects (Castronova, 2005). Our research is mainly concerned with thepractice of cheating in MMORPGs and its consequences. In this paper we explore the economic dimensions of cheating in MMORPGs as they relate to the business activities of companies that offer cheating software, inparticular programs called 'bots'. Specifically, we address the following question: "How do cheating practices shape economic interactions around MMORPGs?" We characterize the economy of cheating (as it is carried out by cheating companies) as an answer to breakdowns in the relationship between cheaters and cheating companies (Winograd and Flores, 1987; Akrich, 1992), which involves both learning and innovation processes. In order to answer our question we present a case study of the Tibia (http://www.tibia.com) and an ongoing anti-cheating campaign. In the conclusion of the paper we provide some general reflections on the relevance of the economy of cheating to Virtual Worlds research.


2013 ◽  
Vol 16 ◽  
Author(s):  
Héctor Fuster ◽  
Xavier Carbonell ◽  
Andrés Chamarro ◽  
Ursula Oberst

AbstractKnowledge about users interacting with Massively Multiplayer Online Role-Playing Games (MMORPG) is fundamental in order to prevent their potential negative effects on behavior. For this reason, the present study analyzed the relationship between styles of play and motivations. An online questionnaire asking for socio-demographic details, playing style, characteristics of the game played and motivations for playing, was answered by 430 Spanish-speaking MMORPG players (45.1% males). The identified profile for players, far away from the stereotype of an adolescent, consisted in a person who mainly plays on PvP (Player versus Player) servers, choosing the type of game according to his experience. Regarding motivations, they were interested in relating with other players through the game (Socialization), in discovering the game’s possibilities and development of its adventures (Exploration), to a lesser extent in leadership and prestige (Achievement) and, lastly, identification with an avatar and escape from reality (Dissociation). Although part of the reason for playing was escapism and/or stress relief, the main motivation had a social nature. We conclude that MMORPG offer an attractive environment for a broad spectrum of people, and we have not been able to confirm the stereotype of a loner avoiding reality, taking refuge in games.


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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