{"title":"这是所有的乐趣和游戏:使用游戏化和严肃的游戏,以弥合实践-理论差距的创意产业学校","authors":"S. Collignon, Thibaut Sana","doi":"10.1386/ap3_000019_1","DOIUrl":null,"url":null,"abstract":"The Department of Digital Creative Industries of the Haute École Albert Jaquard in Belgium is officially designated as a technical school, as opposed to, for instance, an art school or a university. As such, the type of student attracted to the school generally fit the style\n of teaching offered, in that they tend to show a low interest in theory and are mostly eager to acquire practical skills. In recent years, two pedagogical experiments have been conducted to try and bridge that practice vs. theory gap. One with first-year students to try and raise their motivation\n towards learning art history, the other with fourth-year video games specialization students, trying to introduce reflexive practices in their skills and intuitional approach, which at this point in their course is strongly ingrained. In both cases, the use of either gamification or serious\n gaming helped the students access knowledge to which they were usually initially reticent.","PeriodicalId":147211,"journal":{"name":"Animation Practice, Process & Production","volume":"28 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"It is all fun and games: Using gamification and serious gaming to bridge the practice‐theory gap in a creative industries school\",\"authors\":\"S. Collignon, Thibaut Sana\",\"doi\":\"10.1386/ap3_000019_1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The Department of Digital Creative Industries of the Haute École Albert Jaquard in Belgium is officially designated as a technical school, as opposed to, for instance, an art school or a university. As such, the type of student attracted to the school generally fit the style\\n of teaching offered, in that they tend to show a low interest in theory and are mostly eager to acquire practical skills. In recent years, two pedagogical experiments have been conducted to try and bridge that practice vs. theory gap. One with first-year students to try and raise their motivation\\n towards learning art history, the other with fourth-year video games specialization students, trying to introduce reflexive practices in their skills and intuitional approach, which at this point in their course is strongly ingrained. In both cases, the use of either gamification or serious\\n gaming helped the students access knowledge to which they were usually initially reticent.\",\"PeriodicalId\":147211,\"journal\":{\"name\":\"Animation Practice, Process & Production\",\"volume\":\"28 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Animation Practice, Process & Production\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1386/ap3_000019_1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Animation Practice, Process & Production","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1386/ap3_000019_1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
位于比利时的高级学校École Albert Jaquard的数字创意产业系被官方指定为一所技术学校,而不是艺术学校或大学。因此,被学校吸引的学生类型通常符合学校提供的教学风格,因为他们往往对理论不感兴趣,而大多渴望获得实践技能。近年来,进行了两项教学实验,试图弥合实践与理论之间的差距。一个是一年级的学生,试图提高他们学习艺术史的动机,另一个是四年级电子游戏专业的学生,试图在他们的技能和直觉方法中引入反思性实践,这在他们的课程中是根深蒂固的。在这两种情况下,游戏化或严肃游戏的使用都有助于学生获得他们最初通常不愿接触的知识。
It is all fun and games: Using gamification and serious gaming to bridge the practice‐theory gap in a creative industries school
The Department of Digital Creative Industries of the Haute École Albert Jaquard in Belgium is officially designated as a technical school, as opposed to, for instance, an art school or a university. As such, the type of student attracted to the school generally fit the style
of teaching offered, in that they tend to show a low interest in theory and are mostly eager to acquire practical skills. In recent years, two pedagogical experiments have been conducted to try and bridge that practice vs. theory gap. One with first-year students to try and raise their motivation
towards learning art history, the other with fourth-year video games specialization students, trying to introduce reflexive practices in their skills and intuitional approach, which at this point in their course is strongly ingrained. In both cases, the use of either gamification or serious
gaming helped the students access knowledge to which they were usually initially reticent.