scholarly journals PEDAGOGICAL CONDITIONS FOR DEEPENING PRESCHOOLERS’ IDEAS ABOUT THE ADULTS’ PROFESSIONAL ACTIVITIES

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.

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.


Author(s):  
Марианна Васильева ◽  
Marianna Vasil'eva ◽  
Марианна Васильева ◽  
Marianna Vasil'eva

The purpose of the textbook is to prepare students for the use of the German language in their future professional activities, both orally and in writing. The textbook consists of 12 lessons-topics, applications and a dictionary of 2500 lexical units. Each lesson-theme contains relevant specialty texts for the learner and introductory reading, a list of lexical units, a number of exercises, dialogues and role-playing games. All texts are authentic and borrowed from the original German literature. The textbook is intended for students of higher educational institutions studying in the areas of training "Tourism" and "Hotel business".


Author(s):  
Nino Labartkava ◽  
Tamar Saginadze

In 2015, a school readiness program was created for children who will turn 5 before the start of the school year and will start studying at the first grade of school in September. The components of the school readiness program are: «School Readiness Educational Standard», a teacher’s guideline, a collection of activities describing specific activities and provided relevant supplements.The goals of the study are: Study of the course of school readiness program on the example of Tbilisi kindergartens; Based on the situation, developing methodology for effective implementation of school readiness program. The project was implemented in Tbilisi. The selection of experimental and controlled preschool institutions was based on the existence of similar infrastructure (newly built building, existence of a yard) and three or four large size school readiness groups in kindergartenAs a result of the works carried out, experimental preschool institutions have improved in the following directions: Educators conduct dialogue and ask children questions individually and in small groups; Children have the opportunity to engage in different types of activities and games (games with rules, role playing games, movable games, creative activities); Children can independently take and use learning and gaming resources; The group uses handmade and secondary resources; Group space is organized into thematic centers; The natural materials are used in the group; Children can independently take toys and resources; Educators have planned and prepared a wide variety of activities (activity, games with rules, role playing games, project) related to the topic; Educator observes children in order to evaluate them.


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):  
А. Павлова ◽  
A. Pavlova

Role-playing games develop the ability to organize and implement educational and cognitive activities in the field of vocational education. The article defines the role-playing game, its scenario features, methodical orientation. It also reveals its difference from business games. The author provides a description and analysis of several role-playing games that can be carried out at an early stage of language learning for the purpose of language professionalization. The selection of material for games involves both lexical units necessary for linguo-cultural communication, and grammatical rules that can help the development of a given topic. To analyze the results, the author uses data from a survey conducted among students who participated in the game. On the basis of these data, the charts demonstrating the readiness of students to work with Italian partners and in a multicultural environment are constructed. The carts show an increase of students’ confidence in their business communication skills with foreign partners. Knowledge of professional discourse and the ability to deal with it relieves stress, contributes to personal development. At the end of the article the author concludes that the use of a role-playing game as a productive modern technology for training international economists in a foreign language at an early stage contributes to the development of professional competencies.


2021 ◽  
Vol 1 (2) ◽  
pp. 12-15
Author(s):  
Bethoven Kharisma

Role-playing games merupakan merupakan salah satu genre utama dari sebagian banyak game dan ada dalam bentuk dan format yang berbeda. Dalam sebuah game cenderung menggunakan musik cinematic yang mampu membawa suasana dan emosi kepada pemain game tersebut. Pemilihan soundtrack Genshin Impact pada “Main Theme: from The Wind and The Star Traveler” sebagai objek penelitian dikarenakan penataan musik cinematic yang megah. Penelitian kualitatif deskriptif ini memiliki tujuan untuk menganalisis teknik pengolahan komposisi dari soundtrack tersebut. Metode yang digunakan adalah studi diskografi, studi literatur, dan observasi. Hasil menunjukkan bahwa soundtrack “Main Theme” pada Genshin Impact dimainkan dakam tonalitas D Mayor dengan tempo 82 bpm. Dalam soundtrack Main Theme terdiri dari beberapa bagian yaitu, intro, verse, chorus, dan outro. Elemen musik pada soundtrack Main Theme juga diketahui berdasarkan ritme, dinamika, harmoni, tekstur, dan bentuk. Musik soundtrack tersebut mengandung suasana yang sederhana tapi megah dari penggunaan tonalitas mayor, poliritme, dan pengembangan motif utama yang memperkaya.  Role-playing games are one of the main genres of many games and come in many different forms and formats. A game tends to use cinematic music that can bring atmosphere and emotions to the game's players. The selection of the Genshin Impact soundtrack on "Main Theme: from The Wind and The Star Traveler" as the object of research is due to the magnificent cinematic music arrangement. This descriptive qualitative study aims to analyze the compositional processing techniques of the soundtrack. The method used is discography study, literature study, and observation. The results show that the “Main Theme” soundtrack on Genshin Impact is played in a D Major tonality with a tempo of 82 bpm. The Main Theme soundtrack consists of several parts: intro, verse, chorus, and outro. The musical elements in the Main Theme soundtrack are also known based on rhythm, dynamics, harmony, texture, and form. The soundtrack's music contains a simple but majestic atmosphere of the enriching use of major tonality, polyrhythm, and development of central motifs. 


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):  
Marco Greco

The use of Role-Playing is becoming prominent in Serious Games due to its positive effects on learning. In this chapter the author will provide a comprehensive definition of role-playing games, drawing inspiration from the many different definitions provided in the existing literature. Then, will propose a five-dimension taxonomy for Serious Role Playing Games, applying it to a small selection of successful Serious Games in five different domains. An overview of the literature will help the reader understand when Role-Playing should be used, and when it might be useless or detrimental. Finally, a brief analysis will be performed on the reviewed games, in order to point out the correlations among the taxonomy dimensions and the domains of application.


2005 ◽  
Vol 69 (4) ◽  
pp. 1-25 ◽  

My three-year term as editor of Journal of Marketing concludes with the October 2005 issue. On the basis of my interactions with various people in the marketing community, I believe that marketing science and practice are in transition, bringing change to the content and boundaries of the discipline. Thus, I invited some distinguished scholars to contribute short essays on the current challenges, opportunities, and imperatives for improving marketing thought and practice. Each author chose his or her topic and themes. However, in a collegial process, the authors read and commented on one another's essays, after which each author had an opportunity to revise his or her essay. The result is a thoughtful and constructive set of essays that are related to one another in interesting ways and that should be read together. I have grouped the essays as follows: •What is the domain of marketing? This question is addressed in four essays by Stephen W. Brown, Frederick E. Webster Jr., Jan-Benedict E.M. Steenkamp, and William L. Wilkie. •How has the marketing landscape (i.e., content) changed? This question is addressed in two essays, one coauthored by Jagdish N. Sheth and Rajendra S. Sisodia and the other by Roger A. Kerin. •How should marketing academics engage in research, teaching, and professional activities? This question is addressed in five essays by Debbie MacInnis; Leigh McAlister; Jagmohan S. Raju; Ronald J. Bauerly, Don T. Johnson, and Mandeep Singh; and Richard Staelin. Another interesting way to think about the essays, as Jan-Benedict E.M. Steenkamp suggests, is to group the essays according to whether they address issues of content, publishing, or impact (see Table 1 ). These 11 essays strike a common theme: They urge marketers—both scientists and practitioners—to expand their horizontal vision. What do I mean by horizontal vision? In The Great Influenza, Barry (2004) describes the enormous strides that were made in medical science early in the twentieth century. His depiction of William Welch, an extremely influential scientist who did not (as a laboratory researcher) generate important findings, includes a characterization of the “genius” that produces major scientific achievements. The research he did was first-rate. But it was only first-rate—thorough, rounded, and even irrefutable, but not deep enough or provocative enough or profound enough to set himself or others down new paths, to show the world in a new way, to make sense out of great mysteries…. To do this requires a certain kind of genius, one that probes vertically and sees horizontally. Horizontal vision allows someone to assimilate and weave together seemingly unconnected bits of information. It allows an investigator to see what others do not see and to make leaps of connectivity and creativity. Probing vertically, going deeper and deeper into something, creates new information. (p. 60) At my request, each author has provided thoughtful and concrete suggestions for how marketing academics and practitioners, both individually and collectively (through our institutions), can work to improve our field. Many of their suggestions urge people and institutions to expand their horizontal vision and make connections, thereby fulfilling their potential to advance the science and practice of marketing. In his essay, Richard Staelin writes (p. 22), “I believe that it is possible to influence directly the generation and adoption of new ideas.” I agree. I ask the reader to think about the ideas in these essays and to act on them. Through our actions, we shape our future. —Ruth N. Bolton


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.


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