role playing games
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2022 ◽  
Vol 27 ◽  
pp. 207-216
Author(s):  
Christina Gatsakou ◽  
Nikolaos Bardis ◽  
Athanasios Drigas

The aim of this paper is to present a different viewpoint on the educational process through the usage of- adjusted to educational needs - RPGs (Role Playing Games), emphasizing on an interdisciplinary teaching in both cognitive and social-emotional level, which will offer intervention and simultaneously the improvement of the academic weaknesses for dyslexic students. RPGs -in any form- may be a powerful and unique teaching tool so that learning can be fun and meaningfully constructive to the dyslexic learners


2022 ◽  
pp. 1345-1371
Author(s):  
Juan Li

This study overviews contemporary studies on the use of video games for second language acquisition within the past ten years spanning the development of computer-assisted language learning (CALL) and its connections to SLA, definitions of video games, empirical studies on the facilitative roles played by video games for second language (L2) learning and utilizing massively multiplayer online role-playing games (MMORPGs) for language learning. The purpose of this chapter is to help the readers obtain a systematic understanding of the development and application of video games in second language education. Findings of this study suggests that players are able to acquire L2 knowledge while playing video games. It also suggests that future research should focus more on the actual integration of video games into language instruction.


2022 ◽  
pp. 1948-1971
Author(s):  
Mark Peterson ◽  
Jeremy White ◽  
Maryam Sadat Mirzaei ◽  
Qiao Wang

The use of digital games represents an expanding domain in computer-assisted language learning (CALL) research. This chapter reviews the findings of 26 learner-based studies in this area that are informed by cognitive and social accounts of SLA. The analysis shows that massively multiplayer online role-playing games (MMORPGs) are the most frequently investigated game type and the majority of studies involved EFL learners in higher education. Mixed methods were the most frequent research tool utilized by researchers. Limitations of current research include the preponderance of small-scale experimental studies that investigated only a limited number of factors. Although the research is not conclusive, findings indicate that game play facilitates collaboration, the production of target language output, vocabulary learning, and reduces the influence of factors that inhibit learning. This chapter concludes by identifying promising areas for future research.


2022 ◽  
pp. 220-247
Author(s):  
Brian Angus McKenzie

This chapter provides a case study of the use of worldbuilding for role-playing games as the foundation for a first year multiliteracies seminar. The author provides an overview of teaching and learning during the pandemic in the Irish context. The chapter provides practical advice on using a MediaWiki installation as the infrastructure for worldbuilding projects. The author shows how this imparts important digital literacies and allows for a critical apprehension of Wikipedia itself. The author argues that online learning and professional development benefit from a multiliteracies approach and, furthermore, that worldbuilding is a useful strategy for overcoming the limitations of online learning while at the same time achieving rigorous learning outcomes.


2022 ◽  
Vol 12 (1) ◽  
pp. 0-0

Studies have shown Tabletop Role Playing Games (TRPGs) to be effective motivational learning tools that can be utilized in various subject matters. However, limited research has analyzed the elements within TRPGs that enable them to provide motivation to the users. As such, this study conducted an in-depth examination of the elements of TRPGs through the perception of players. Self-determination theory helped frame the study, while the Generic Qualitative Inquiry approach was used for the methodology. Semi structured interviews were conducted with six participants. Data revealed several themes that aligned with the motivational frame related to competency, relatedness, and autonomy. The findings indicate the importance of the roleplaying element and the connection between the player and their in-game character, as well as the effect choices within the game have on the players and other elements of TRPGs. Implications regarding design of TRPGs as learning tools are discussed.


2022 ◽  
pp. 166-184
Author(s):  
Jose-M Jimenez-Pelaez ◽  
Juana Rubio-Romero

Recent technological advances have promoted a social change that affects all areas of society, but mainly communication and entertainment, where social networks play a primordial function as they facilitate sociability and the creation of virtual communities. So-called “social media marketing” facilitates direct interaction between brands and markets through the Internet. For this, new communication strategies have been implemented, oriented towards the active participation of the users to increase their engagement. Some of these are inspired by the main product of the entertainment industry, videogames, through gamification. However, not many research studies have focused on classic role-playing games (RPGs), despite being considered the types of games that create the greatest player involvement. This work enquires about the possibilities offered by these games for the implementation of social media marketing strategies. A qualitative research study was conducted in which the engagement strategies utilized by RPG were associated with those utilized in social networks.


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):  
L. V. Yakovleva ◽  
I. A. Tkacheva

The article expresses the position of the authors that role-playing games in foreign language classes are not just collective entertainment, but act as an effective way to solve a wide variety of training tasks — from the development of elementary speech skills to the formation of skills conducting an independent conversation. Playful activity helps not only to intensify the speech-thinking activity of students, with its with the help of the teacher recreates the atmosphere of communication, close to real communication situation, introduces students to the realities socio-cultural environment in which they are located, which is undoubtedly positively affects the adaptation of students to stay at border.


2021 ◽  
Author(s):  
Rohan Kapitány ◽  
Thalia Raquel Goldstein

Imaginative pretend play is often thought of as the domain of young children, yet adults regularly engage in elaborated, fantastical, social-mediated pretend play. We draw on multiple examples, but focus on Table-Top Role Playing games (TTRPG) - and specifically, the most popular and enduring table-top role-playing games, Dungeons & Dragons (D&D) - as a primary example of such play. We describe imaginative play in adults via the term ‘pretensive shared reality'; Shared Pretensive Reality describes the ability of a group of individuals to employ a range of higher-order cognitive functions to explicitly and implicitly share representations of a bounded fictional reality in predictable and coherent ways, such that this constructed reality may be explored and invented/embellished with shared intentionality in an ad hoc manner. Pretensive Shared Reality facilitates multiple individual and social outcomes, including generating personal and group-level enjoyment or mirth, the creation or maintenance of social groups, or the safe exploration of individual self concepts (such as alternative expression of a players sexual or gender identity). Importantly, Pretensive Shared Reality (both within the specific context of table-top role-playing games, and other instances) are primarily co-operative and co-creative. Our conception links the widespread existence and forms of adult imaginative play to childhood pretense, places it within a developmental and evolutionary context, and argues that pretensive shared realities - which underpin many forms of imaginative culture - are an important topic of study unto themselves, and may be utilized to provide methodological insight into a variety of psychological domains.


Author(s):  
Inna Fedotenko ◽  
Irina Yugfeld

The authors consider the ways and means of implementing the idea of inclusion in the university educational process. The researchers have included information on the history of inclusion, on various models of inclusive education, and on the specifics of a family with a child with special educational needs in the content of psychological and pedagogical disciplines, as well as elective courses. The authors have introduced new tasks of teaching practice, with students describing conflicts, bullying, mobbing, and school violence in traditional and inclusive classrooms. Stu-dents have been asked to justify their intended actions, which could prevent potential risks and find a competent way out of a difficult situation. Plot-role-playing games and group discussions held in student groups on the problems of "special" children and migrant schoolchildren have also facilitated implementation of the idea of inclusion. Discussion teaches future teachers to coordinate positions, values, to make decisions, and helps them see new personal meanings. Students' daily communication at the university with physically or mentally challenged mates with students of different cultures, faiths, and languages has played a significant role in their acceptance of inclusion.


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