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Acta Ludologica
|
2020
|
vol. 3
|
issue 1
18-30
EN
Games that utilize satire have largely been unexplored despite their potential to be used as learning supplements or tools to foster conversations around difficult large-scale topics. To what game genre do these games belong, and what are the uses and benefits for learning from such games? In this exploration study, we examine six popular and culturally relevant digital games (5 directly, 1 indirectly) utilizing satire as part of their narrative and gameplay. The range of games covers topics such as global overpopulation, the use of artificial intelligence for surveillance, and the process of mass capitalist production and the manner of its consumption. Satirical digital games serve both the purposes of serious games and entertainment games, pointing to the problematic connotations of the term serious games. It is suggested that the name satirical games is used to describe digital games created for entertainment with underlying political messages and to make a statement and/or commentary on society. Satirical games have potential as powerful learning tools to help facilitate discussion around difficult topics about society’s functions and practices. Future studies should examine additional digital game titles that rely on satire in their narrative and gameplay and investigate the relationship between satire and its role in the learning goals of the games.
EN
Aim. The study aims to explore the current state of digital game-based learning to reflect the extent, possibilities, opportunities, and limitations of its implementation in the specific field of education as visual art, especially photography. Method. The explorative study employed the method of theoretical analysis of available literature and other secondary sources related to the issue, and subsequently applied the method of an illustrative (descriptive) case study. Results. Photo modes of commercially available digital games, originally intended to increase the players’ retention and participation, have led to the birth of a new art form, virtual photography. The technology of photo modes in a larger variety of recent games has made virtual photography available to significantly more players. Photo modes provide artistic control and creative options alongside a whole catalogue of lenses, camera parameters, and other features, reducing the financial burden associated with the purchase of photographic equipment. Furthermore, photo modes offer more than just a substitutable alternative to traditional photography, as added artistic value is found within virtual worlds. Conclusions. Despite some limitations regarding the overall implementation of digital game-based learning in photography classrooms, photo modes of commercially available digital games are a suitable tool for educational efforts in photography through both self-development and measurement of outcome-based learning.
EN
Digital games can address social problems, such as the integration of marginalized persons into the community at large. For example, six children in a thousand live with an ambulatory disability. Communities must learn to accept children in wheelchairs. This social rehabilitation is problematic. It requires that hostile social environments, particularly the classroom, become more supportive. Issue awareness among classmates without disabilities can be improved by education-based interventions but such interventions rarely change behaviour. Interactive personal contact between able children and disabled role models has been shown to be effective but it cannot be readily scaled. Digital games offer an appealing intervention vector, easily scalable and highly interactive. This pilot study investigates game design that may promote social esteem.
EN
The article deals with the problem of transferring board games used in language education in classroom to distance learning. In the first part, we try to introduce the reader to the place of games and play in education, then we move on to the use of games specifically in teaching foreign languages. In the last part, we discuss six tools that teachers can use to create communication board games and help students master selected lexical or grammatical structures.
PL
Artykuł porusza problem przeniesienia gier planszowych wykorzystywanych w edukacji językowej na zajęciach stacjonarnych do nauczania zdalnego. W pierwszej części staramy się przedstawić czytelnikowi miejsce gier i zabaw w edukacji, następnie przechodzimy do wykorzystania gier ściśle w nauczaniu języków obcych. W ostatniej części omawiamy sześć narzędzi, które nauczyciele mogą wykorzystać do stworzenia gier planszo-wych ćwiczących komunikację oraz biegłość w używaniu wybranych struktur leksykalnych lub gramatycznych.
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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