{"title":"有趣的镜头:使用Twine通过基于游戏的调查,研究和学术交流来促进开放的社会奖学金","authors":"Rebecca Wilson, Jon Saklofske","doi":"10.5334/KULA.11","DOIUrl":null,"url":null,"abstract":"In academic contexts, digital games are often studied as texts or are used as pedagogical tools to teach basic concepts in early education situations. Less usefully, their systems and economies are often co-opted and decontextualized in short-sighted attempts to “gamify” various aspects of learning or training. However, given that games are highly controlled, conditional, choice-and-consequence-based, problem-solving environments in which players are expected to interact with simulated settings and elements after agreeing to take on particular roles and subject positions, there are promising potential uses of these experiences in academic contexts that have not been fully considered. Motivated by the imperative to explore alternative modes and methods of scholarly research and communication, and guided by the values of open social scholarship practices, this paper reconsiders games not as things to study, but as instruments to study with. Given that games can function as simulations, models, arguments and creative collaboratories, game-based inquiry can be used as a potential method of post-secondary and post-graduate humanities research and scholarly communication. While these ideas have been explored in a preliminary way in relation to a number of different academic disciplines (Donchin 1995; Boot 2015; Mitgutsch and Weise 2011; Westecott 2011) this paper is meant to catalyse a humanities-calibrated consideration of the pragmatics and potentials of game-based research, games as instances of critical making and scholarly communication, and more complex forms of game-based learning than those currently practiced. 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While these ideas have been explored in a preliminary way in relation to a number of different academic disciplines (Donchin 1995; Boot 2015; Mitgutsch and Weise 2011; Westecott 2011) this paper is meant to catalyse a humanities-calibrated consideration of the pragmatics and potentials of game-based research, games as instances of critical making and scholarly communication, and more complex forms of game-based learning than those currently practiced. 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引用次数: 5
摘要
在学术环境中,数字游戏通常被当作文本来研究,或者在早期教育情境中被用作教授基本概念的教学工具。不太有用的是,他们的系统和经济经常被短视的尝试“游戏化”学习或培训的各个方面。然而,鉴于游戏是高度受控的、有条件的、基于选择和结果的、解决问题的环境,在这种环境中,玩家在同意扮演特定角色和主体立场后,需要与模拟环境和元素进行互动,这些体验在学术环境中的潜在用途尚未得到充分考虑。在探索学术研究和交流的替代模式和方法的必要性的激励下,在开放社会学术实践价值的指导下,本文重新考虑游戏不是研究的对象,而是研究的工具。鉴于游戏可以作为模拟、模型、论证和创造性的合作,基于游戏的探究可以作为高等教育和研究生人文研究和学术交流的潜在方法。虽然这些想法已经在一些不同的学科中进行了初步的探索(Donchin 1995;启动2015;Mitgutsch and Weise 2011;Westecott, 2011),这篇论文旨在促进对基于游戏的研究的语用学和潜力的人文标准考虑,游戏作为批判性制作和学术交流的实例,以及比目前实践的更复杂的基于游戏的学习形式。我们将介绍一些使用开源Twine平台的示例。
Playful Lenses: Using Twine to Facilitate Open Social Scholarship through Game-based Inquiry, Research, and Scholarly Communication
In academic contexts, digital games are often studied as texts or are used as pedagogical tools to teach basic concepts in early education situations. Less usefully, their systems and economies are often co-opted and decontextualized in short-sighted attempts to “gamify” various aspects of learning or training. However, given that games are highly controlled, conditional, choice-and-consequence-based, problem-solving environments in which players are expected to interact with simulated settings and elements after agreeing to take on particular roles and subject positions, there are promising potential uses of these experiences in academic contexts that have not been fully considered. Motivated by the imperative to explore alternative modes and methods of scholarly research and communication, and guided by the values of open social scholarship practices, this paper reconsiders games not as things to study, but as instruments to study with. Given that games can function as simulations, models, arguments and creative collaboratories, game-based inquiry can be used as a potential method of post-secondary and post-graduate humanities research and scholarly communication. While these ideas have been explored in a preliminary way in relation to a number of different academic disciplines (Donchin 1995; Boot 2015; Mitgutsch and Weise 2011; Westecott 2011) this paper is meant to catalyse a humanities-calibrated consideration of the pragmatics and potentials of game-based research, games as instances of critical making and scholarly communication, and more complex forms of game-based learning than those currently practiced. A number of examples that make use of the open source Twine platform will be featured.