Gaming the System

Author(s):  
Steve Daniel Przymus ◽  
Alejandro Romo Smith

This chapter highlights the potential and practical application of CALL and specifically the use of massively multiplayer online role-playing games (MMORPGs) for the language and identity socialization of transnational students. The authors focus on the educational trajectories of 1) children returnees and 2) international migrants who have lived and attended school in the U.S. and now have been uprooted to Mexico as a result of repatriation and/or deportation. The authors advocate creating blended affinity spaces at schools where youth can meet and play digital role-playing games. Game-ecology literacy development within these spaces is detailed through the sharing of game screen shots, blog posts, and the perspectives of transnational students that support this kind of learning within the EFL environment. The chapter concludes with a “call to action” and steps for educators to create such blended affinity spaces for gaming at schools.

Author(s):  
Steve Daniel Przymus ◽  
Alejandro Romo Smith

This chapter sheds light on the potential impact of CALL theory and practice on the language and identity socialization of transnational children when educators imagine and promote interaction beyond the classroom. The authors focus specifically on the educational trajectories of 1) children returnees, who were born in Mexico, at some point in their lives moved to the U.S., and then returned to Mexico and 2) international migrants, born and many attended school in the U.S., and then moved to Mexico as a result of repatriation and/or deportation (Zúñiga & Vivas-Romero, 2014). The authors advocate creating blended affinity spaces (Przymus, 2016) at schools where youth can meet and play digital role-playing games, discuss game-ecology literacy development within these spaces, detail the implementation of such spaces in schools, and share game screen shots, blog posts, and the perspectives of transnational students that support this kind of learning within the EFL environment.


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.


1970 ◽  
Vol 8 (1) ◽  
pp. 165-172
Author(s):  
Оксана Воронкевич

У   статті   актуалізовано   проблему   поширеності   шкільного   насильства   у   середовищі   учнів  початкових класів. Особлива увага звертається на необхідність діалогічної взаємодії учасників освітнього  процесу як необхідної умови попередження насилля у школі.  Опираючись на результати власного дослідницького пошуку, автор пропонує варіант програми  психологічної профілактики шкільного насильства вчителів стосовно учнів. Дана програма спрямована на  формування  у  педагогів  навичок  глибинного  самопізнання  й  пізнання  дітей,  апробування  нових  форм  поведінки та базується на ідеї діалогізації педагогічної взаємодії, оскільки важливо налагодити суб’єкт- суб’єктну взаємодію учня та вчителя й не використовувати монологічну модель спілкування. Наголошено,  що педагоги повинні стимулювати будь-які прояви суб’єктної активності дітей, що сприяють виробленню  у них адекватної оцінки себе та свого оточення, розвитку здатності до самовизначення. Відзначено, що  для   діалогічного   освітнього   середовища   характерними   є   такі   властивості,   як   різноманітність,  динамічність, напруженість, достатність, кожна з яких сприяє високій ефективності освітньої взаємодії,  здійснює істотний вплив на розвиток особистості. Під час занять використано різні тренінгові методи:  рольові ігри, міні-лекції, мозковий штурм, обговорення в загальному колі тощо. Разом із тим поширено  інформацію з актуальних для педагогів питань спілкування з дитиною без агресії, злості та конфлікту.  Представлено  результати  успішної  апробації  програми  психологічної  профілактики  шкільного  насильства  з  боку  вчителів,  що проявилися в розумінні важливості толерантного ставлення до учнів,  набутті практичних умінь відчувати психологічний стан іншої людини та адекватно реагувати на нього,  виявляти доброзичливість, прихильність до школярів та надавати їм необхідну допомогу.  The article actualizes the problem of the prevalence of school violence among elementary school pupils.  Special attention is drawn to the need for dialogical interaction of participants in the educational process as a  necessary condition for preventing violence in school.  Relying on the results of his own research, the author suggests a variant of school violence psychological  prevention program of teachers in relation to pupils. This program is aimed at educating the students the skills of  deep self-cognition and cognition of children, testing new forms of behavior and is based on the idea of pedagogical  interaction dialogization, since it is important to establish subject-subject interaction between the pupil and the  teacher and not use the monologue model of communication. It is highlighted that teachers should stimulate any  manifestation of children's subject activity, which helps to develop an adequate assessment of themselves and their  environment, development of self-determination ability. It is noted that a dialogical educational environment is  characterized by such attributes as diversity, dynamism, intensity, sufficiency, each of them contributes to the high  effectiveness of educational interaction, have a significant impact on the development of personality. During the  classes various training methods were used: role-playing games, mini-lectures, brainstorming, discussions in the  general circle, etc. At the same time, information on relevant for teachers issues about communicating with a child  without aggression, anger and conflict is propagated.  Was presented results of successful approbation of the school violence psychological prevention program  from teacher’s part, manifested in the understanding importance of the tolerant attitude towards pupils, acquiring  practical skills of feeling the another’s person psychological state and react adequately to it, showing benevolence,  adherence to schoolchildren and providing them the necessary assistance. 


Temática ◽  
2018 ◽  
Vol 14 (3) ◽  
Author(s):  
Naiade Caparelli

O crescente desenvolvimento tecnológico tem transformado as diversas mídias do cotidiano. As mídias analógicas ganharam suas versões digitais e, junto com essa transformação, as características presentes nos primeiros meios também têm se reconfigurado para o digital, mostrando uma possível relação entre as novas e velhas mídias. O mesmo acontece com os jogos, em que os modelos analógicos constantemente influenciam as novas versões. Desta forma o presente artigo tem como objetivo entender como os livros-jogos analógicos se relacionam com os Role-playing games eletrônicos. Para compreender como ocorreu essa relação, foi necessário realizarmos uma comparação entre as diferentes modalidades de épocas distintas. Através desta pesquisa, foi possível demonstrar não somente a relação mútua dos livros-jogos com o RPG eletrônico atual, como também, de forma geral, entender como as novas mídias se apropriam de recursos de outros meios.Palavras-chave: Livros-jogos. RPG. Videogames.


2010 ◽  
Vol 39 ◽  
pp. 436-440
Author(s):  
Zhi Ming Qu

In recent years, much research has been devoted to the refinement of IPv6; on the other hand, few have investigated the confusing unification of interrupts and Internet QoS. In this position paper, it demonstrates the emulation of interrupts. In order to overcome this quagmire, a novel system is presented for the intuitive unification of expert systems and massive multiplayer online role-playing games. It is concluded that erasure coding can be verified to make heterogeneous, interposable, and event-driven, which is proved to be applicable.


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