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PL
W niniejszym tekście skupiono się na próbie określenia edukacyjnego charakteru aplikacji „Pokemon Go!” na podstawie interakcji użytkowników z elementami przestrzeni wirtualnej i rzeczywistej. W tym celu zdecydowano się na przeprowadzenie wywiadów z graczami w minigrupach fokusowych (mini FGI). Zapytano ich o interakcję z rzeczywistymi obiektami odzwierciedlonymi w grze, samodzielne poszukiwanie informacji o odwiedzanych lokalizacjach oraz tworzenie treści edukacyjnych w przestrzeni gry. Graczy zapytano także o ich pomysły na zwiększenie możliwości edukacyjnych „Pokemon Go!”, ponieważ uznano, że warto wykazać opinię użytkowników praktycznie wykorzystujących grę. Na podstawie pozyskanych wyników – po pierwsze – wskazano obszary mogące posiadać potencjał edukacyjny, ale wymagające poprawy, a po drugie – sformułowano propozycje mające na celu zwiększenie możliwości edukacyjnych gry.
EN
This article attempts to determine the educational nature of “Pokémon Go!” game based on user interactions with virtual space and real-life elements. For this purpose, interviews with players in mini focus groups (mini FGI) were the chosen method. Respondents were asked about their interaction with actual objects that are reflected in the game, how they search for information about the locations themselves, and about the educational content in the game space. The players were also asked for their ideas on how to enhance the educational potential of the game, as such opinion of real-life players was deemed notable. Based on the results obtained, firstly, areas of potential educational value that still need to be improved were identified and, secondly, recommendations were formulated how to enhance the educational opportunities arising from the game.
EN
This text focuses on an attempt to indicate which communication competences can be developed thanks to the user's involvement in conducting games as part of the "Pokemon Go!" mobile application and what actions taken by the users have the greatest impact on the development of the interpersonal communication. This was done by analysing the possibilities offered by the game, and the results were supplemented by the qualitative data collected through mini focus group interviews (mini-FGI). The participants of the study were asked, among others, about how they communicate with other players, what form of communication with other players they care more about - online or in the real world, what communication skills they gain while playing "Pokemon Go!". The opinion of the users is of great importance because it can be the basis for starting research on the development of communication competences through mobile games using AR technology. On the basis of the results obtained, firstly, the areas with communication potential were identified, and secondly, the areas of interpersonal communication noted and described in qualitative terms by the players were detailed.
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