笔记本、博客和商业视频游戏作为课堂上的唤起对象

P. Lacasa, Rut Martínez Borda, S. Cortés
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引用次数: 1

摘要

从社会文化心理学和唤起性客体的概念提供的理论角度来看,本文的主要目标是探索数字客体(商业电子游戏和博客)与更传统的客体(如笔记本)共存的小学教育课堂中发生了什么。采用人种学和行动研究的观点,我们探索了在学年期间发生的对话和实践,当时围绕三款商业电子游戏组织了三个连续的研讨会。我们关注的是一个小学二年级的小组和他们的老师。得到了三个主要结果。首先,参与者提到笔记本、网络和视频游戏的次数因他们在研讨会中扮演的角色而异。其次,通过唤起性的物体,孩子们、老师和研究人员创造了几个创新的场景,在这些场景中,特定的能力与特定的电子游戏有关。最后,唤起性客体是课堂协作情境中的中介。
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Notebooks, blogs and commercial video games as evocative objects in classrooms
From the theoretical perspective offered by socio-cultural psychology and the concept of evocative objects, the main goal of this paper is to explore what happened in a primary education classroom where digital objects (commercial video games and blogs) coexisted with more traditional objects such as notebooks. Adopting an ethnographic and action research point of view, we explored the conversations and practices that took place during the school year, when three consecutive workshops were organised around three commercial video games. We focus on one second year elementary school group and their teacher. Three main results were obtained. First, the number of references to notebooks, the internet and video games made by the participants differed depending on the role they played in the workshop. Second, mediated by evocative objects the children, the teacher and the researchers created several innovative scenarios in which specific abilities emerged in relation to particular video games. Finally, evocative objects were mediators in the collaborative situations arising in the classroom.
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