LEARNING ABOUT REFUGEE LIFE WITH EDUCATIONAL VIDEO GAMES

IF 0.5 Q4 EDUCATION & EDUCATIONAL RESEARCH Information Technologies and Learning Tools Pub Date : 2023-12-28 DOI:10.33407/itlt.v98i6.5168
Elena Shliakhovchuk
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引用次数: 0

Abstract

In recent years, scholarly investigations have yielded the consensus that video games possess multifaceted attributes that extend beyond their conventional perception as mere sources of leisure, diversion, and entertainment. The immersive nature of video games has led to increased interest in their use as platforms for engaging in discourses across a diverse array of subject matters with the potential to reach a wider audience and generate meaningful impact. Combined with the sense of presence and ownership that allows players to be placed in the shoes of characters grappling with social or political issues, video games are converting into an effective and accessible tool for learning and engagement with pressing cultural, social and political issues. Current research aims to understand better the potential of educational video games to address these pressing problems, in this case, the refugee crisis, to evoke empathy and raise awareness by looking at the problem 'behind the scenes' with an audience that initially was not interested in the topic. This qualitative study (N=78) employed the narrative research method to examine experiential participatory learning with participants playing the educational video game Against All Odds developed by UNHCR. By immersing players in this virtual experience, this game was created to educate and encourage a greater understanding of the realities faced by refugees, the complexity, and dangers of the refugee experience, as well as the reasons behind their displacement. The promising results of the research show that a video game can address serious social issues by creating a simplified but still dynamic scale model of refugee reality. Participants reported an enjoyable gaming experience, newfound interest in the issue at hand, increased empathy toward refugees, and motivation to help people in need. The study illustrates that by putting players in the shoes of struggling characters, video games could make learning about these topics more engaging and, as a result, more accessible and appealing to a wider audience, including non-gamers and people previously disinterested in the topic. These results invite educators, researchers, and scholars from the fields of education, game studies, social sciences, and cultural studies to explore the potential of video games as a possible tool for engaging students, addressing social issues, raising awareness, and fostering empathy. The article also identifies several prospective domains for future research.
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通过教育视频游戏了解难民生活
近年来,学术界的调查已达成共识,即电子游戏具有多方面的属性,超出了人们对其 仅仅是休闲、消遣和娱乐来源的传统看法。电子游戏身临其境的特性使人们越来越关注将其作为参与各种主题讨论的平台,从而有可能接触到更广泛的受众并产生有意义的影响。电子游戏的临场感和主人翁感可以让玩家设身处地地去面对社会或政治问题,因此,电子游戏正在成为学习和参与解决紧迫的文化、社会和政治问题的一种有效且易于使用的工具。目前的研究旨在更好地了解教育视频游戏在解决这些紧迫问题(在本案例中为难民危机)方面的潜力,通过与最初对该主题不感兴趣的受众一起观察问题的 "幕后",唤起他们的共鸣并提高他们的意识。这项定性研究(N=78)采用了叙事研究法,对参与联合国难民署开发的教育视频游戏《逆境求生》的参与者的参与式学习体验进行了研究。通过让玩家沉浸在虚拟体验中,该游戏旨在教育和鼓励玩家更好地了解难民所面临的现实、难民经历的复杂性和危险性,以及难民流离失所背后的原因。研究结果表明,视频游戏可以通过创建一个简化但仍然动态的难民现实比例模型来解决严重的社会问题。参与者表示,游戏体验令人愉悦,他们对当前的问题产生了新的兴趣,对难民的同情心得到了增强,并有了帮助需要帮助的人的动力。这项研究表明,通过让玩家设身处地地为挣扎中的人物着想,视频游戏可以使有关这些主题的学习更加引人入胜,从而使更多的受众,包括非游戏玩家和以前对这一主题不感兴趣的人,更容易接受和更有吸引力。这些研究成果邀请教育工作者、研究人员以及教育、游戏研究、社会科学和文化研究领域的学者探讨电子游戏的潜力,将其作为吸引学生、解决社会问题、提高认识和培养同理心的可能工具。文章还确定了未来研究的几个前景领域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Information Technologies and Learning Tools
Information Technologies and Learning Tools EDUCATION & EDUCATIONAL RESEARCH-
自引率
50.00%
发文量
89
审稿时长
40 weeks
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