学习玩电影:高等学校电影课堂的游戏学习

L. Henderson
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引用次数: 0

摘要

学生在高等教育电影研究中的参与度可能是变化无常的:虽然大多数学生对电影反应强烈,但很少有人关注规定的阅读材料或其他课程,这些课程对培养复杂的批判性思维至关重要。本文提出了一个旨在弥补学生兴趣差异的干预措施的案例研究:基于游戏的学习。基于游戏的学习,在这里被定义为“在主题的解释和评估中使用游戏元素”(Torres-Toukoumidis等人,2020:1),在鼓励横向和创造性思维模式,增加参与和参与以及培养支持性和愉快的学习社区方面有着悠久的历史。本文概述了以游戏为基础的学习在小规模行动研究项目中的应用方式,以及这在电影研究课堂中产生的积极影响。重要的是,它显示了以游戏为基础的学习在培养有弹性、有创造力和上进心的学生方面的价值,特别是在高等电影教育的一年级。
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Learning to play with film: play-based learning in a tertiary film studies classroom
Student engagement in tertiary cinema studies can be fickle: while most students respond strongly to films, little regard is similarly paid to prescribed readings or other coursework that is crucial to developing complex critical thinking with media. This paper presents a case study of an intervention aimed to remedy this disparity of student interest: play-based learning. Play-based learning, here defined as ‘the use of playful elements in both the explanation of subjects and their evaluation’ (Torres-Toukoumidis et al., 2020: 1), has a long history of encouraging lateral and creative modes of thinking, increasing engagement and participation, and fostering a supportive and enjoyable learning community. This paper outlines the ways that play-based learning was engaged in a small-scale action research project, and the positive effects that this created within the cinema studies classroom. Critically, it shows the value of play-based learning in fostering resilient, creative and motivated students, particularly at the first-year level of tertiary film education.
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