THE SCHOOLIFICATION OF COMPUTER GAMING – IDENTIFYING THE ROLE OF ESPORT IN SCHOOL SYLLABI

Björn Sjödén, K. Jonasson
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Abstract

The aim of this project is to examine the educational dimensions of esport as part of the course syllabi in secondary education. An increasing number of schools on the upper secondary level (in Sweden: gymnasium) are offering three-year programs with an “esport profile” within aesthetics and media. School marketing suggests that esport can work as a bait for potential students who are interested in playing computer games, but the scholastic values of computer gaming remain to be clarified. Whereas “gamification” is an established term for transforming educational (and other formal) practices into game-like activities, little has been said about its counterpart “schoolification”: how originally playful and informal practices are transformed to fit within school curricula and syllabi for achieving academic goals. A number of unanswered questions follow. For example, teachers have observed that students in the esport program are less motivated in schoolwork but are highly motivated gamers. Is this a question of what students learn, or how they learn? How do the students themselves perceive esport performance in relation to academic performance? What are their driving factors and can motivation in one domain transfer to another? How do students perceive fear of failure, gains of winning, competition and success, across esport and traditional school topics? Here, we address the challenges and procedures of setting up a practice-based research program where the practitioners (i.e. students, teachers, an esport coach and school leaders) collaborate with researchers in investigating the relationship between computer gaming and traditional teaching-and-learning activities in the classroom.
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电脑游戏的学校化——确定电子竞技在学校教学大纲中的作用
该项目的目的是研究电子竞技的教育维度,作为中学教育课程大纲的一部分。越来越多的高中学校(在瑞典:体育馆)提供为期三年的课程,在美学和媒体领域提供“电子竞技简介”。学校营销表明,电子竞技可以作为对玩电脑游戏感兴趣的潜在学生的诱饵,但电脑游戏的学术价值仍有待澄清。虽然“游戏化”是将教育(和其他正式)实践转变为游戏式活动的既定术语,但很少有人谈论其对应的“学校化”:如何将原本有趣和非正式的实践转变为适应学校课程和教学大纲,以实现学术目标。接下来还有许多未解之谜。例如,老师们观察到,电子竞技项目的学生在学业上的积极性较低,但他们是非常积极的玩家。这是学生学什么,还是怎么学的问题?学生自己如何看待电子竞技成绩与学业成绩的关系?他们的驱动因素是什么?一个领域的动机能否转移到另一个领域?学生如何看待电子竞技和传统学校主题对失败、胜利、竞争和成功的恐惧?在这里,我们解决了建立一个基于实践的研究项目的挑战和程序,在这个项目中,实践者(即学生、教师、电子竞技教练和学校领导)与研究人员合作,调查电脑游戏与课堂上传统教学活动之间的关系。
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