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Using Assassin's Creed: Odyssey to teach Olympia as part of the Classical Civilisation A Level 使用《刺客信条:奥德赛》教授奥林匹亚作为古典文明 A 级课程的一部分使用《刺客信条:奥德赛》教授奥林匹亚作为古典文明 A 级课程的一部分
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-05-02 DOI: 10.1017/s2058631024000400
Vlada Oulitskaia
This study looks at the effective use of Assassin's Creed: Odyssey to teach Greek Religion at A Level. A focus of this study is to identify good teaching practice in using this tool to improve source recall as well as pupils’ ability to use these sources to support evaluation. A recent blog post on Quinquennium highlighted the potential for this game to be used as a teaching tool (Hinde, 2019), while its educational potential has also been promoted by the developers releasing a Discovery Tour version as a ‘game mode for educational purposes’ which acts as a ‘living museum’ (Ubisoft, 2021). While the development of educational tools for this franchise is fairly recent, the use of video games in education is established, with games like Oregon Trail being used as early as the 1980s (Buday et al., 2012, 259). Moreover, the fundamental ideas behind the use of video games, such as the player engaging in some form of virtual dialogue with the creator, is one which can be traced back to Vygotsky's ideas of learning as a socio-cultural phenomenon (1978). For example, by reacting to stimuli in the game, the player is engaging in a dialogue with the historian or game developer who created the initial stimulus, after which the game responds in turn, thereby engaging with the player's actions. Furthermore, the idea of reward or punishment for certain actions within an educational game is also drawing on behaviourist theories of education, whereby a pupil is conditioned via in-game tokens for recall of knowledge. Indeed, this is one of the ways in which game developers encourage game addiction (Vu, 2017, 1).
本研究探讨了如何有效利用《刺客信条:奥德赛》在 A 级课程中教授希腊宗教:奥德赛》来教授 A 级希腊宗教课程。本研究的一个重点是找出使用该工具提高资料回忆能力的良好教学实践,以及学生使用这些资料支持评价的能力。最近一篇关于《Quinquennium》的博文强调了这款游戏作为教学工具的潜力(Hinde, 2019),而其教育潜力也得到了开发者的推广,他们发布了一个 "探索之旅 "版本,作为 "教育目的的游戏模式",该版本就像一个 "活的博物馆"(Ubisoft, 2021)。虽然为该系列游戏开发教育工具是最近的事,但视频游戏在教育中的应用却早已有之,早在 20 世纪 80 年代,《俄勒冈之旅》等游戏就已被使用(Buday et al.)此外,使用电子游戏背后的基本思想,如玩家与创作者进行某种形式的虚拟对话,可以追溯到维果斯基关于学习是一种社会文化现象的思想(1978 年)。例如,通过对游戏中的刺激做出反应,玩家正在与创造初始刺激的历史学家或游戏开发者进行对话,之后游戏也会反过来做出反应,从而与玩家的行为进行互动。此外,在教育游戏中对某些行为进行奖励或惩罚的理念也借鉴了行为主义教育理论,即通过游戏中的代币对学生的知识记忆进行调节。事实上,这也是游戏开发者鼓励游戏成瘾的方法之一(Vu,2017,1)。
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引用次数: 0
Telling Phaedrus' fables to children. A cruel language? A linguistic analysis in Italian books 给孩子们讲斐德罗的寓言。残酷的语言?意大利书籍中的语言分析
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-26 DOI: 10.1017/s2058631024000291
Alberto Regagliolo

Teaching classical culture to children can be done through literature and Phaedrus' fables. There are several books on the market that can be used to introduce Phaedrus' fables to children. However, in order to be suitable, the books should follow some requirements of appropriateness related to the use of the language and the values to be shared, among others. In this study, through the analysis of 12 Italian books on Phaedrus' fables for children, it will be analysed how the death of an animal is described through the use of verbs and structures. The research aims at making observations on how some books for children represent cruelty and the adoption of certain linguistic structures. The analysis shows, in the first place, that the authors never eliminate the death/killing of the animal; secondly, the verbs and expressions used are varied but, in most cases, cruel, and direct without making the death softer.

向儿童传授古典文化可以通过文学作品和《斐德罗寓言》来实现。市场上有几本书可以用来向儿童介绍斐德罗寓言。但是,这些书要想适合儿童阅读,就必须在语言使用和价值观分享等方面符合一定的适当性要求。在本研究中,将通过分析 12 本意大利儿童寓言故事书,分析如何通过动词的使用和结构来描述动物的死亡。研究旨在观察一些儿童读物是如何表现残忍和采用某些语言结构的。分析表明,首先,作者从未消除过动物的死亡/杀戮;其次,所使用的动词和表达方式多种多样,但在大多数情况下都很残忍,而且直接了当,没有让死亡变得柔和。
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引用次数: 0
Vocabulary acquisition in the language classroom: what it is, how it works, which strategies and approaches are suitable for Latin instruction 语言课堂中的词汇习得:什么是词汇习得,词汇习得如何进行,哪些策略和方法适合拉丁语教学
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-05 DOI: 10.1017/s2058631024000059
María Luisa Aguilar García

This paper aims to guide the training of all Latin instructors and learners who want to optimise the process of acquiring the language by applying the results of research carried out in the field of Second Language Acquisition (SLA), specifically here those related to the acquisition of vocabulary. Consequently, some theoretical considerations on the psycholinguistic operations that govern vocabulary learning are first offered, in order to build a better understanding of language acquisition and to make instructors and learners more knowledgeable about the vocabulary learning process, from the noticing of an unknown word and its integration into the subject's competence to the expansion and development of knowledge about the acquired words. The theoretical aspects of vocabulary learning will be illustrated at all times with practical examples taken from methods and books for learning Latin, as well as, in the fourth section, with a wide catalogue of practical advice – must-do items for the class – that can be easily implemented by Latin instructors.

本文旨在通过应用第二语言习得(SLA)领域的研究成果,特别是与词汇习得相关的研究成果,为所有希望优化语言习得过程的拉丁语教师和学习者的培训提供指导。因此,为了更好地理解语言习得,使教师和学习者更了解词汇学习过程,从注意到一个未知单词到将其纳入主体能力,再到扩展和发展关于所学单词的知识,我们首先对支配词汇学习的心理语言学运作进行了一些理论思考。在第四部分中,我们将提供大量实用建议--课堂必做项目--供拉丁语教师轻松实施。
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引用次数: 0
Aristophanes: Lysistrata (J.) Robson, Pp. xiv + 184 ills. London: Bloomsbury Academic, 2023. Paper, £17.99. ISBN: 978-1-350-09030-9 阿里斯托芬:Lysistrata (J.) Robson, Pp.伦敦:布鲁姆斯伯里学术出版社,2023 年。纸质版,17.99 英镑。ISBN: 978-1-350-09030-9
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s2058631024000096
Chloë Barnett
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引用次数: 0
Cambridge Latin Course: Book II (UK Fifth Edition) Cambridge School Classics Project, Pp. viii + 254, colour ills, colour maps. Cambridge: Cambridge University Press, 2023. Paper, £19.95. ISBN: 978-1-00-916268-5. 剑桥拉丁文教程》:第二册(英国第五版)剑桥学校经典项目,第 viii + 254 页,彩色插图,彩色地图。剑桥:剑桥大学出版社,2023 年。纸质,19.95 英镑。ISBN:978-1-00-916268-5。
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s2058631024000084
Chloë Barnett
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引用次数: 0
The Spelling Problem 拼写问题
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s2058631024000072
Anthony F. Bainbridge
It is generally accepted by scholars that the songs of Homer were first written in ~ 700 BCE; the text seems to spring fully formed into a still illiterate world, demonstrating in a sophisticated vocabulary the first example of the use of a new alphabet. The language used is a never-spoken construct; its construction represents the first use of an alphabet enabling words to be written. This paper aims to open a discussion on the means by which spelling emerged, either democratically or as the work of one man.
学者们普遍认为,《荷马史诗》最早成书于公元前 700 年左右;该文本似乎是在一个仍不识字的世界中完全形成的,以一种复杂的词汇展示了使用新字母的第一个例子。所使用的语言是一种从未说过的构词法;它的构造代表了字母表的首次使用,使文字得以书写。本文旨在就拼写法的出现方式展开讨论,无论是以民主方式还是作为一个人的作品。
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引用次数: 0
Gaming the Past Using Video Games to Teach Secondary History (J.) McCall, Pp. 210, ills, Routledge, 2022. Paper, £29.59, ISBN: 978-1032223483 Gaming the Past Using Video Games to Teach Secondary History (J.) McCall, Pp.纸质版,29.59 英镑,ISBN:978-1032223483
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s2058631024000035
Timothy Adelani
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引用次数: 0
Cleopatra's Daughter (J.) Draycott, Pp. 336, London: Apollo Publishing, 2022. Paper, £12.99. ISBN: 978-1800244825. 埃及艳后的女儿》(J. Draycott),第 336 页。336, London:阿波罗出版公司,2022 年。纸质,12.99 英镑。ISBN:978-1800244825。
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s2058631024000278
Juliet O'Brien
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引用次数: 0
I think learning ancient Greek via video game is…’: An online survey to understand perceptions of Digital Game-Based Learning for ancient Greek 我认为通过电子游戏学习古希腊语是......":在线调查,了解对古希腊数字游戏学习的看法
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s205863102400014x
Irene Di Gioia
Playing is connected at a deep level to how we learn, participate in and create culture, as it is dynamic, complex and even unpredictable just as learning is (Reinhardt, 2019). Even Plato in his Theaetetus recognises the importance of such a component in experiencing culture and knowledge. Could playing (or gaming) therefore be a useful didactical approach in promoting the study of ancient Greek around the world? From 10th May 2023 at 1 pm. until 1st June 2023 at 1 pm., an internet survey was conducted online by the researcher Irene Di Gioia through the use of Google Forms questionnaires. This questionnaire was distributed via different social networks and communication tools. The survey aimed to understand if people around the world are interested in the idea of learning ancient Greek via a video game and if so, which video gaming activities learners prefer. The goal of the survey was therefore to understand if a ludic pedagogical approach using Digital Game-Based Learning could theoretically represent an interest experience for learners or potential learners, and furthermore to investigate their feelings, prejudices, and motivations regarding the study of ancient Greek. From the analysed data the researcher will therefore develop a video game to teach ancient Greek language and culture, which comprises the focus of her ongoing PhD dissertation at Georg-August University of Göttingen (Germany) and Alma Mater Studiorum University of Bologna (Italy).
游戏与我们如何学习、参与和创造文化有着深层次的联系,因为它与学习一样,是动态的、复杂的,甚至是不可预测的(Reinhardt, 2019)。就连柏拉图在其《泰阿泰德》(Theaetetus)中也承认这种体验文化和知识的重要性。因此,游戏(或博弈)能否成为在全世界推广古希腊研究的有效教学方法?从 2023 年 5 月 10 日下午 1 点到 2023 年 6 月 1 日下午 1 点,研究人员 Irene Di Gioia 通过使用谷歌表格问卷进行了在线调查。该问卷通过不同的社交网络和通信工具进行分发。调查旨在了解世界各地的人们是否对通过视频游戏学习古希腊语感兴趣,如果感兴趣,学习者更喜欢哪些视频游戏活动。因此,调查的目的是了解使用基于数字游戏的学习方法是否能从理论上代表学习者或潜在学习者的兴趣体验,并进一步调查他们对古希腊语学习的感受、偏见和动机。因此,研究人员将根据分析的数据开发一款教授古希腊语言和文化的视频游戏,这也是她正在哥廷根大学(德国)和博洛尼亚大学(意大利)进行的博士论文的重点。
{"title":"I think learning ancient Greek via video game is…’: An online survey to understand perceptions of Digital Game-Based Learning for ancient Greek","authors":"Irene Di Gioia","doi":"10.1017/s205863102400014x","DOIUrl":"https://doi.org/10.1017/s205863102400014x","url":null,"abstract":"Playing is connected at a deep level to how we learn, participate in and create culture, as it is dynamic, complex and even unpredictable just as learning is (Reinhardt, 2019). Even Plato in his <jats:italic>Theaetetus</jats:italic> recognises the importance of such a component in experiencing culture and knowledge. Could playing (or gaming) therefore be a useful didactical approach in promoting the study of ancient Greek around the world? From 10th May 2023 at 1 pm. until 1st June 2023 at 1 pm., an internet survey was conducted online by the researcher Irene Di Gioia through the use of Google Forms questionnaires. This questionnaire was distributed via different social networks and communication tools. The survey aimed to understand if people around the world are interested in the idea of learning ancient Greek via a video game and if so, which video gaming activities learners prefer. The goal of the survey was therefore to understand if a ludic pedagogical approach using Digital Game-Based Learning could theoretically represent an interest experience for learners or potential learners, and furthermore to investigate their feelings, prejudices, and motivations regarding the study of ancient Greek. From the analysed data the researcher will therefore develop a video game to teach ancient Greek language and culture, which comprises the focus of her ongoing PhD dissertation at Georg-August University of Göttingen (Germany) and Alma Mater Studiorum University of Bologna (Italy).","PeriodicalId":53809,"journal":{"name":"Journal of Classics Teaching","volume":null,"pages":null},"PeriodicalIF":0.3,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140020159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Clytemnestra. Mother, Monarch, Murderer, Magnificent (C.) Casati, Pp. xii + 468. London: Penguin Random House UK, 2023. Cased, £16.99. ISBN: 978-0-241-55474-6. 克莱特涅斯特拉。母亲、君主、凶手、壮丽(C. Casati),第 xii + 468 页。伦敦:英国企鹅兰登书屋,2023 年。盒装,16.99 英镑。ISBN:978-0-241-55474-6。
IF 0.3 Q1 Arts and Humanities Pub Date : 2024-03-01 DOI: 10.1017/s2058631024000102
Zara Binji
{"title":"Clytemnestra. Mother, Monarch, Murderer, Magnificent (C.) Casati, Pp. xii + 468. London: Penguin Random House UK, 2023. Cased, £16.99. ISBN: 978-0-241-55474-6.","authors":"Zara Binji","doi":"10.1017/s2058631024000102","DOIUrl":"https://doi.org/10.1017/s2058631024000102","url":null,"abstract":"","PeriodicalId":53809,"journal":{"name":"Journal of Classics Teaching","volume":null,"pages":null},"PeriodicalIF":0.3,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140086103","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Journal of Classics Teaching
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