Promoting Civic Thinking through Epistemic Game Play

Author(s):  
Elizabeth A. S. Bagley ◽  
David Williamson Shaffer

A growing body of research suggests that computer games can help players learn to integrate knowledge and skills with values in complex domains of real-world problem solving (P. C. Adams, 1998; Barab et al., 2001; Gee, 2003; Shaffer et al., 2005; Starr, 1994). In particular, research suggests that epistemic games—games where players think and act like real world professionals—can link knowledge, skills, and values into professional ways of thinking (Shaffer, 2006). Here, we look at how a ten hour version of the epistemic game Urban Science developed civic thinking in young people as they learned about urban ecology by role-playing as urban planners redesigning a city. Specifically, we ask whether and how overcoming authentic obstacles from the profession of urban planning in the virtual world of a role playing game can link civic values with the knowledge and skills young people need to solve complex social and ecological problems. Our results from coded pre- and post-interviews show that players learned to think of cities as complex systems, learned about skills that planners use to enact change in these systems, and perhaps most important, learned the value of serving the public in that process. Two aspects of the game, tool-as-obstacle and stakeholders-as-obstacle, contributed to the development of players’ civic thinking. Thus, our results suggest that games like Urban Science may help young people—and thus help all of us—identify and address the many civic, economic, and environmental challenges in an increasingly complex, and increasingly urban, world.

Comunicar ◽  
2011 ◽  
Vol 18 (36) ◽  
pp. 165-171 ◽  
Author(s):  
Amando López-Valero ◽  
Eduardo Encabo-Fernández ◽  
Isabel Jerez-Martínez

The approach of this article is centered on the concepts of digital competence and new narrative formats. We aim to apply these dimensions to the videogame «Dragon Age Origins», winner of the 2009 videogame of the year award. Its features - plot, characters and interactivity – make it ideal reading material in other formats and are highly motivational for young people. The development of digital competence signifies new literacy, and it is necessary to find new stimulating resources that combine the fun and formative dimensions. Equally relevant are multimodal texts (Kress & Van Leeuwen, 2001), especially new narrative formats that imply social progress, as the ways of reading are different. The texts have acquired new formats with the same quality as books but they sometimes motivate users more. This is the case of «Dragon Age Origins», a dark heroic fantasy role-playing game set in a unique world containing a story to be read and experienced. Our analysis of the videogame discusses whether it should be considered a form of reading or not.Este artículo tiene como ejes conceptuales la competencia digital, la literacidad y los nuevos formatos narrativos. El aprendizaje permanente incluye las mismas como claves de la formación de la persona y sobre todo, como elemento que va a contribuir a su inserción en una sociedad dinámica y cambiante. Tras analizar dichas dimensiones, las mismas serán reflejadas en el videojuego denominado «Dragon Age: Orígenes», galardonado con el premio juego de rol del año en el año 2009. El desarrollo de la competencia digital conlleva una nueva alfabetización y en la misma es preciso hallar recursos motivadores para que dicha adquisición sea a la vez una cuestión lúdica y formativa. Otro aspecto relevante que será tratado en el texto tiene que ver con la multimodalidad textual (Kress & Van Leeuwen, 2001), sobre todo con los nuevos formatos narrativos. Este hecho supone un importante avance social ya que las formas de lectura varían apareciendo formas distintas más motivadoras para el usuario pero no por ello poseen menor calidad. Éste es el caso de «Dragon Age: Orígenes», un juego de rol basado en la fantasía heroica ubicado en un mundo novedoso. Dicho juego se convierte en una excelente historia para ser leída y experimentada.


2020 ◽  
Vol 37 (1) ◽  
pp. 38-54
Author(s):  
Ester Jiresch ◽  
Vincent Boswijk

This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, since those media are growing notably and especially computer games (console and online applications) reach an enormous audience.Scientific interest in them has increased in recent years. Miller mentions the 'sexiness of Vikings in video games, the pretense of Viking-like settings for popular television programs […]' (Miller, 2014, p. 4). The case study is Dark Age of Camelot (DAoC – Mythic Entertainment 2001) which is a MMORPG (Massive Multiplayer Online Role Playing Game) that is currently (2015) still available to play online. We will show examples of themes (characters, narratives, objects etc.) deriving from Eddic texts and how they are represented and deployed in the game. Since the representation of 'Nordic' identity is a key feature in the game's construction, it will therefore be addressed as well. The fictional world of DAoC consists of three realms – Albion, Hibernia and Midgard – that are at war with each other. Their (human) inhabitants are respectively based on medieval Anglo-Saxon, Celtic and Norse tribes that differ distinctively in their character traits. Our goal is to elaborate on the representation of identity traits of the fictional 'Norse' races (as defined by the game) that appear in DAoC. We will scrutinize if and how the game uses older or more current concepts of (national) identity. In order to do so, an overview of Scandinavian / Nordic identity constructions that have been popular and / or widespread from antiquity will be presented, via medieval sources to romanticism and nineteenth century nationalism until current discussions of national identity.


Author(s):  
Mark G. Elwell

This chapter reports on movements toward de facto standards for role playing games in the freely accessible and configurable shared virtual environment of Second Life. All users can not only freely join, but also construct and implement role playing games of their own design. Consequently, new games are constantly emerging, and others either persisting or failing. The resulting body of practice has implications for business, technological, and social dimensions of computer games. To elucidate these implications, this chapter presents the case of the Role Play Nexus, a venue created for role playing game designers, managers, and players to share experiences, questions, resources, and proposals for sustainable ventures and communities in Second Life. Issues, controversies, and problems are identified, and solutions and recommendations discussed. Source material is drawn from transcripts of public lectures, discussions and demonstrations, from interviews, and from participant observation.


Author(s):  
David William Shaffer

In this chapter, I look at the relationship between games and assessment—and more broadly at what that tells us about the relationship between educational reform and technological change. Research already shows that with their ability to provide rich, complex, and compelling virtual worlds, well-designed computer games can teach players innovative and creative ways of thinking, deep understanding of complex academic content, and valuable forms of real-world skills. But, in the end, even effective games can only take students as far as the tests will let them go. If we want to use games to prepare young people for life in a changing world, we need to change how we think about assessment first. To address this challenge, in what follows I examine one way to think about assessing the development of innovative and creative thinking through game-play.


2015 ◽  
Vol 77 (19) ◽  
Author(s):  
Ibrahim Ahmad ◽  
Azizah Jaafar ◽  
Mohd Fairuz Iskandar ◽  
Tarisa Makina

This study is related to the users’ gaming experience which is gained through a set of users’ activities to play computer games. The activities are designed based on the features of games that are desired by the users. As a result, the RPG computer games have been designed and user gaming experience via questionnaire has been tested. There are seven constructs measuring the immersive, flow, competence, tension, challenge, positive affect and negative affect. The results showed the constructs that lead to positive values is indicated by the mean value for the user’s gaming experience is very good, and vice versa for the mean construct geared negative value


Author(s):  
Jerry Pournelle

Computers aren’t just for writing letters, calculating how much money you’ve lost in the stock market, or e-mailing the entire family about the cancer-stricken boy who is collecting business cards (or is it get-well cards?). No, computers also have a more useful purpose—gaming. Here are ten games that you can waste many hours of your life playing. Tetris (http://www.tetris.com)—Polygons fall from the sky. Make rows of bricks out of the polygons. Repeat. Simple. . .until the polygons are dropping so fast you have less than second to find a place for the current piece and the incomplete rows start building up. . .game over. So you play again. . .you’re addicted. Simple enough for a three year old to play, yet so baffling that the kid will probably outscore you. University students have turned high-rise buildings into giant Tetris games, the record holder being a 15 story academic tower in the Netherlands. Solitaire (probably on your computer right now)—Along with Minesweeper and Hearts, this is how we wasted time at work in the days before we had Internet access at our desks and could check scores on ESPN’s Web site all day. Civilization I/II/III (http://www.civ3.com/)—A sandbox for your Napoleon complex. Start from the Iron Age and lead your people into the nuclear age by investing in scientific research and exploring new terrain. Make friends with other civilizations, or roll your tanks right up to their doorsteps. Deus Ex (http://www.deusex.com/)—Like other first-person shooter games (such as Doom and Quake), this game is gory and not for kids. Unlike Doom and Quake, you don’t have to shoot everything that moves to win. Stealth, non-lethal methods of neutralizing the enemy, and an open mind will get you through this game of near-future intrigue. Everquest (http://everquest.station.sony.com/)—The most well known MMORPG (Massively Multiplayer Online Role Playing Game). Dungeons and Dragons players no longer have to leave their house and interact with real people. This is probably the only game on this list given as a reason for divorce.


2012 ◽  
Vol 2 (2) ◽  
pp. 44-59 ◽  
Author(s):  
David A. Jones ◽  
Maiga Chang

It has been stated that people need to improve their knowledge of finances and make better choices with their money. Many programs have been created to teach basic finances. These programs target people of all ages from adults all the way down to kindergarten students. The vast majority of opinions on teaching finances state that education begins with children – the younger the better. The goal of this research is to create a fun to play multiplayer online role playing game (MORPG) capable of teaching younger students how to better manage their personal finances. The game is designed as an educational tool with an attempt to balance both the entertainment and educational components. It simulates a real world where the player must make financial decisions for their avatars in an attempt to develop enough wealth to allow that avatars to retire at a specified age.


2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


2021 ◽  
Vol 4 (1) ◽  
pp. c20-27
Author(s):  
AMELIA JATI ROBERT JUPIT ◽  
JIAN WEI FAN ◽  
SARAH SAMSON JUAN

Air pollution has been on the rise and poses a severe problem that needs the public’s attention and action. There is an urgency to raise awareness about air pollution among the people. Computer games can be used as a medium to raise awareness about topics of interest, such as air pollution. We have conducted an online preliminary survey among public members through random sampling to study their awareness level on air pollution and general opinion about a computer game. From the survey, we have found that the public has inaccurate knowledge about air pollution, and some of them were not aware that they have directly contributed to air pollution as well. The survey has also revealed that there is a need for role-playing game (RPG) educative games for the public. Thus, an edutainment RPG computer game entitled “AirXorcist” was developed using the Agile methodology to raise awareness about air pollution. We have also employed a story-telling method in the game to educate players about air pollution. Two tests, namely pre-game and post-game tests, were conducted to determine whether the game can raise public awareness about air pollution. From the analysis, we obtained the t-test statistics = -7.072 and p-value = -0.000002. The result shows sufficient evidence to suggest that the AirXorcist game has successfully helped relay information and raise public awareness about air pollution.


Author(s):  
Feruza Makhammadovna Topilova ◽  
Gulnora Abdurashidovna Kimsanova

The international student achievement assessment program (PISA) is an international assessment of skills and knowledge from 15-year-old students, in addition, it provides information on a range of factors that contribute to successful studies, schools, and the education system. PISA is the result of joint efforts of the Organization for economic cooperation and development (OECD) member countries. As PISA is an international assessment, it measures skills that are universally recognized as key outcomes of the educational process. Instead of testing on facts, the assessment focuses on young people at the end of compulsory school education and their ability to use their knowledge and skills to meet real-world challenges


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