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PL
Each student has their own individuality and special interests. One of the greatest challenges facing contemporary teachers is how to fascinate and link the students to the learning, to cause them to get excited and feel satisfaction. However, is it possible to attach different students with a diversity of abilities, dissimilar knowledge and different interests, to the same subject? Or is it a dream that cannot be fulfilled? The current article will introduce a new learning model, by using the ‘iceberg learning model’, understanding the influence of the ‘butterfly effect’ and the connection to the special ‘multiple intelligences’ of each student. Instead of seeing the subject of learning as a collection of facts, the concept of the iceberg sees the subject as a vast world full of information connected to endless forms related to the students’ areas of life. Therefore, the Iceberg learning method allows each student to be linked to the learning topic according to their own abilities, interests and desires; by using their unique strengths and utilizing their individual substantial intelligences.
Acta Ludologica
|
2020
|
vol. 3
|
issue 1
32-45
EN
The demands of educational practice are changing alongside our dynamically changing society. It is, therefore, necessary to purposefully and systematically seek ways to motivate, teach, and develop independent thinking among learners. This theoretical study aims to identify and characterize the essential assumptions and reasons for the implementation of digital games into ethical education classes. The fundamental premise is the thematic variability of game narratives, and a fulfillment of the experience attributes through the interactivity both in terms of the direct interactivity of the learner and the medium and in the subsequent discussion as a part of value reflection. Attention is focused on the process of ethical decision-making, ethical dilemmas, and problems that can be identified in many digital games containing at least a basic narrative structure. Interactive narration includes, besides the story itself, the influence of the participant on the further direction of the storyline, allowing players to see the consequences of their individual decisions within simulated situations. The study explores a game principle – the butterfly effect – in the context of ethical decision-making in particular through the game Detroit: Become Human, as well as demonstrates its usability within ethical education classes.
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