scholarly journals Video games in the context of screen technoculture and media education: new rhetorical strategies and educational potential

2021 ◽  
Vol 54 (6) ◽  
pp. 23-36
Author(s):  
Dmitriy A. Belyaev ◽  
◽  
Ulyana P. Belyaeva ◽  

Video games have become a prominent part of on-screen technoculture today, breaking the purely entertaining social labelling framework. They contribute to the generation of new social activities, and also become an innovative media space for the explication of artistic and aesthetic values, political meanings and educational practices. The aim of the study is the reconstruction and analysis of the cultural constitution of video games, revealing the features of their screen rhetorical capabilities, as well as revealing the educational potential of gamification practices and Digital Game Based Learning strategies. This is intended to form the competence-thematic framework of video games as a platform for modern media education. The methodological basis of the work is the cultural-historical and dialectical approaches, as well as the methods of systemic and structural-functional analysis. The study made it possible to trace the genesis of the cultural formation of video games, which demonstrated many strategies for their integration into the space of mass media culture. The main rhetorical models implemented in video games are analyzed. Particular attention is paid to the comprehensive consideration of procedural rhetoric as an original way of convincing the user through gameplay, interactive involvement in virtual practices. The foundations of the practice of gamification and the strategy of Digital Game Based Learning in education are considered. It identifies the possibilities of gamification as an innovative methodology for organizing incentives and rewards, and also identifies the range of difficulties and risks of total gamification of the educational process. Based on the results of the study, it was determined that video games use an original complex of rhetorical techniques that combine both traditional audiovisual formats of narrative, characteristic of other on-screen media, and procedural-interactive techniques. They made it possible to directly integrate the user into virtual narratives, turning them from a passive recipient into an actor. The importance of gamification as a tool for building strategies of internal stimulation with elements of entertaining practices in the dynamics of learning is also revealed, which increases the effectiveness of education. It has been revealed the significant educational potential of video games as a promising media platform in the framework of the implementation of the Digital Game Based Learning strategy. They can act both as carriers of knowledge and as a virtual environment for the formation of competencies in the field of history, economics, literature and social management. Procedural and rhetorical tools allow a person to become a part of an interactive scenario, which greatly increases the likelihood of assimilating information and developing professional skills.

2021 ◽  
Vol VI (IV) ◽  
pp. 124-135
Author(s):  
Ghulam Mujtaba Yasir ◽  
Ajaz Shaheen ◽  
Muhammad Hafeez

A digital game-based learning approach is a sophisticated method in which the student is dynamically involved in the learning. The traditional or old learning technique is fully replaced by this learning strategy. Several research studies have demonstrated that employing a game-based strategy boosts learning. The purpose of the current review study was to employ descriptive and statistical approaches to compare the learning outcomes of pupils who used a digital game-based learning approach to those who used traditional learning strategies. A total of 26 papers published between 2012 and 2021 were chosen based on the inclusion and exclusion criteria. The previous research' literature evaluation revealed that the digital game-based learning method has proved to be every operative learning technique in a number of disciplines and learning situations. Learners are extremely engaged in the learning process while using a digital game-based learning technique


Author(s):  
Stylianos Eyaggelos Gouloudis

Constructivism allows the student to build knowledge and learning on his own. Through the discovery, experimentation, and tests, the student tries to consolidate the learning objects. Τhis chapter approaches constructivism through the use of methods used by information technology. An advantage of IT tools is the interaction that turns the teaching into experiential and experimental where the student tries to evaluate and improve his abilities. Methods such as robotics, interactive television, and the use of the internet provide forms of interactive learning based on the methodology of game-based learning, which contribute to constructivism. In this chapter, once the construction and importance in education and especially in IT is presented, the importance of game-based learning and video games is presented. The authors show the role of robotics and the internet in relation to the interaction they offer, and also the role of interactive television in the educational process from the point of view of constructivism.


2021 ◽  
Vol 52 (4) ◽  
pp. 478-491
Author(s):  
Dmitriy A. Belyaev ◽  
◽  
Ulyana P. Belyaeva ◽  

Screen culture today, absorbing verbal-narrative and written culture, is the dominant memorial-representative format for the reproduction, preservation and broadcast of cultural information. Among the varieties of screen culture, since the beginning of the 21st century, video games have become especially popular and widespread. They possess unique interactive-procedural qualities, which, together with the traditional grammar of screen narrative, create an original complex of rhetorical techniques that effectively influence the mass public consciousness. In turn, the plot and visual design of video games is often based on historical narratives, becoming a platform for virtual interactive reconstruction of history. The study is devoted to the up-to-date topic of analyzing the on-screen phenomenon of video games as an innovative platform for historical media education, identifying its educational potential and the risks of political distortion of history. The methodological basis of the study is cultural-civilizational, dialectical and historical approaches, as well as structural-functional analysis, comparative-political science approach and systemic method. The study made it possible to identify a wide range of historical video games and classify the modalities of the implementation of historical topics in them with its general educational potential. In addition, the fundamental deconstructive nature of the actualization of the historical metanarrative in the procedural-interactive architectonics of video games has been determined. Finally, three main strategies for distorting and falsifying history in video games have been revealed. According to the results of the study, it was revealed that almost every significant cultural and historical era, with an emphasis on military battle plots, is reflected in the video game format. These game projects have serious educational potential, procedurally immersing the gamer in the context of the main historical facts, cultural aesthetics of the era and internal determinants of historical dynamics. At the same time, the postmodern essence of video games has been established, which poses a threat to the invariance of the perception of history, latently encouraging the intentions to rewrite it. Other risks are contained in the identified examples of politicization of the historical narrative of video games, which are concretized in the tendency to belittle the role of Russia in the international arena and the Eurocentric value accentuation.


2022 ◽  
Vol 04 (01) ◽  
pp. 686-701
Author(s):  
Magda Hamid KAMBASH ◽  
Nidal Fadel ABBAS ◽  
Esraa Fadel ABBAS

The use of modern teaching strategies aims to develop the practices of ‎female learners inside and outside the classroom, which contributes to ‎changing the role of the student from a negative role to a positive role in ‎general. Therefore, learning strategies have become involved in the ‎application of many educational and teaching programs and curricula, as ‎they greatly help in conveying information to the learner. With less ‎effort and time, except that the material to be learned is theoretical or ‎practical. In light of what the current era is witnessing of a huge ‎knowledge explosion and a wide technological revolution that covered ‎various areas of life, it has become necessary for researchers to be ‎interested in searching for ways to ensure the development of thinking ‎among learners, which is one of the foundations of correct learning, ‎some strategies, means and methods used in the learning process help. ‎To bring the learner to a stage where he can access knowledge on their ‎own by applying that knowledge and using it to overcome the problems ‎they face in their daily lives. He has to use different and multiple ‎methods and methods, and this requires him to be familiar with how ‎learning takes place, and how the teaching methods and means used ‎affect the speed of achieving the goal of the learning process and the ‎success of applying the educational curriculum and achieving its goals‏.‏ One of the features of the modern era is technological progress in ‎various fields and situations of life, as rapid change has become a feature ‎of the era in which we live. There is no doubt that its use affects all ‎aspects of life, including education and teaching, and with this clear ‎progress in the level of mastery of learning skills in sports events around ‎the world, it has become necessary to use learning strategies in ‎programs and curricula for teaching and teaching physical education and ‎learning basic skills for all games and events Sports, including volleyball‏.‏ The researchers found the lack of use of modern strategies in the ‎educational process, and despite their active role in learning basic skills ‎using modern methods, it requires the presence of exercises that ‎contribute to learning basic skills in volleyball, whose weakness emerged ‎from the research sample, which casts a clear shadow on the ‎performance and levels of learners. The aim of the research is to prepare ‎special exercises According to the brain-based learning strategy in ‎learning some basic volleyball skills for students of the second average, ‎and to identify the effect of special exercises according to the brain-‎based learning strategy in learning some basic volleyball skills for ‎students of the second average, and to identify the preference of the ‎experimental and control groups in learning some basic volleyball skills ‎for female students. The second is average. The researchers used the ‎experimental approach for the experimental and control groups, and the ‎research sample was represented by (30) students, then the sample was ‎divided into an experimental group of (15) female students and a control ‎group of (15) female students.


2020 ◽  
Vol 1 (2) ◽  
pp. 1-24
Author(s):  
Andrew J. Lesser

Game-based learning, or the process of adapting an educational concept into a game-based structure, has been studied by researchers for nearly a century. Over the last several decades, new technologies have allowed digital media to create a multibillion-dollar entertainment industry commonly known as video games. Video games have become a tool for many educators who have the potential to engage students to learn musical concepts and skills. The purpose of this study was to determine the effectiveness of digital game-based learning in comparison to other teaching methods for music education and to explore the perspectives of young students regarding video games both in school and in their personal lives. Eighty-two (n = 82) fifth- and sixth-grade students in a northeastern U.S. elementary school completed a study consisting of a pretest/posttest control group design. Results showed that students who had access to educational video games combined with the assistance of an instructor achieved higher mean scores than students who had access to either video games without instruction or instruction without video games. These findings suggested that educational video games may potentially be used as an effective tool in the music classroom to teach musical concepts and skills.


2020 ◽  
Vol 4 (01) ◽  
pp. 47-58
Author(s):  
Rahmi Wardah Ningsih ◽  
Slamet Suyanto ◽  
Fauzi Fahmi

Understanding the concept of numeral symbols in early childhood is fundamental to understanding mathematical concepts in the future. In view of that, children aged 4-5 years found many problems such as unable to distinguish the form of number symbols, unappropriated learning strategies, and monotonous learning activities. This study aimed to: (1) develop the learning strategies using number circuit games to introduce numeral symbols for 4-5-year-old-children; (2) assess the effectiveness of implementing number circuit games as the learning strategies introducing numeral symbols for 4-5-year-old children. ADDIE with five stages – namely analysis, design, development, implementation, and evaluation – was adopted in this research. The data were analyzed descriptively through qualitative and quantitative techniques. The evidence revealed that: (1) the introduction of numeral symbols for 4-5-year-old children by memorizing and understandings required the implementation of game-based learning strategies; (2) number circuit games which were modified based on the material, the implementation, and the purpose were suitable for children of 4-5 years old; (3) learning strategies using number circuit games to introduce numeral symbols for children of 4-5 year with p-value. Sig 0.000 < 0.05 had revealed that there were significant differences in children’s ability in identifying the numeral symbols.


2018 ◽  
Vol 9 (6) ◽  
pp. 1147 ◽  
Author(s):  
Ricardo Casañ Pitarch

During the present decade, researchers and educators of different fields have increased their attention towards digital game-based learning. The rise of interest towards this approach is partially connected to some important technological advances during the same period of time, such as the Smartphone, enhanced Internet connection from mobile devices, diversity and spread of free and low-cost video-games and educational applications in e-stores, development of speech recognition systems and artificial intelligence, among others. More concretely, this research focuses on the area of foreign language learning, an educational field which requires that students gain not only a solid theoretical knowledge on grammar and vocabulary, but they also need to develop different communicative competences; and this implies rehearsing and experiencing the use of the target language. The purpose of this paper is to define some basic concepts related to digital game-based learning, such as gamification and serious games, and to introduce some theoretical principles on foreign language learning and acquisition through the use of video-games based on literature review. Finally, a connection among these elements will be discussed.


Author(s):  
Aliya Makhambetova ◽  
Nadezhda Zhiyenbayeva ◽  
Elena Ergesheva

The purpose of the research is to study and scientifically substantiate personalized strategies as the basis for personalized learning aimed at improving academic performance and student motivation. The study involved 65 teachers and 700 students of various specialties from three Russian and Kazakhstan universities. The survey analysis showed that the modern generation of students is no longer motivated to receive standardized educational services, and in this context, personalized strategies as a form of personalized learning are a key trend that has permeated all aspects of professional training. Unfortunately, currently, universities find it difficult to implement such an approach as personalized learning makes educational modules highly adapted and individualized to meet the needs of each particular student. To apply personalized strategies in the educational process, it is necessary to study the structure of a particular institution, to analyze educational programs, to conduct classes based on personalized learning strategies.


2020 ◽  
Vol 210 ◽  
pp. 18010
Author(s):  
Svetlana Bylkova ◽  
Denis Shalkov

The purpose of the work: 1) to identify the didactic and educational potential of TV and Internet interviews in the structure of media education; 2) to evaluate the genre-stylistic and language parameters of a modern interview. Methodology. The educational potential of media interviews is revealed with the help of methodological tools of linguistic, social, psychological and pedagogical disciplines. Results. The article proves the need to use TV and Internet interviews as parts of the educational process, since this type of communication allows the consumer of information and media content to receive it literally "firsthand". It is emphasized that the use of interviews in the learning process can become a powerful pedagogical tool. Conclusions/recommendations. When processing the data obtained during the experiment, it turned out that the results of monitoring the social and communicative development of students in two focus groups are characterized by qualitative differences, which are statistically significant. The communicative descriptors of students of the 2nd focus group that worked with the media content of model native speakers were formed at a higher level, in contrast to the participants of the 2nd group, who were offered interviews with popular bloggers. JEL Code: I 00, I 20, I 21.


Author(s):  
Valdrin Maloku ◽  
Markus Ebner ◽  
Martin Ebner

<span>The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decades of the 20th century as world-wide improvements in innovation took place. Today's learners live their lives with easy access to technology. This paper discusses the need for, motivation for and adjustment of digital, game-based learning to meet the needs of contemporary and the future generations of learners. Specifically, a game prototype for pupils of 9 to 10 years of age was implemented and evaluated. A simple mathematical game was created to help children practice mathematical skills in a fun, logical, thoughtful, enjoyable, amusing and light-hearted way. The results of the evaluation showed that children were interested in using mobile devices to learn mathematics, and especially the multiplication table. During the study, children tried both to achieve positive results and enjoyed the game. Our findings indicate that using mobile-based games encourages a positive mental outlook in pupils toward mathematics, ensures their dynamic, noteworthy participation and supports the acquisition of mathematical knowledge.</span>


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