《欧陆风云4》:将非正式的游戏实践转化为正式的学习环境

Q1 Social Sciences E-Learning Pub Date : 2021-06-11 DOI:10.1177/20427530211022964
R. Loban
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引用次数: 1

摘要

本文探讨了改装作为学习历史的正式工具的用途。这篇文章考察了来自对第四届欧洲大学生大会(EUIV)的正式分析、对331名EUIV论坛参与者的调查以及对18名大学参与者的案例研究的数据。重要的定量调查数据表明,45%(149/331)的参与者修改了EUIV,在125名对改装发表评论的参与者中,相当多的人(86/125人或68.8%)解释了他们是如何通过改装过程学习历史、地理或其他科目的。对调查和案例研究的回应和mods进行更深入的分析,揭示了参与者在改造过程中学习和批评历史的各种方式。本文分几个步骤讨论了modding的数据和教学启示。首先,本文简要探讨了表明改装在EUIV游戏社区中流行的证据。在这种情况下,它考察了鉴于游戏实践的流行,改装是否也可以被视为一种新的休闲游戏形式。其次,本文回顾了EUIV中的MOD过程,并考察了玩和创建MOD对学习历史的益处。Modding的教学重要性和它可能提供的独特教育机会是通过其他形式的游戏学习无法获得的。最后,文章探讨了案例研究参与者在被要求创建和实现可玩MOD以展示他们对历史的理解时,是如何以及学到了什么。总的来说,本文考虑了mods日益增长的重要性,学习者如何使用mods创建和表示历史,以及mods如何为学习者提供一个平台,让他们发展自己对正史的批判和分析。
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Modding Europa Universalis IV: An informal gaming practice transposed into a formal learning setting
This article explores the use of modding as a formal tool for learning history. The article examines data from a formal analysis of Europa Universalis IV (EUIV), a survey of 331 EUIV forum participants and a case study of 18 university participants. Significant quantitative survey data indicated that 45% (149/331) of participants had modified EUIV, and of the 125 participants who responded with comments about modding, a significant number (86/125 responses or 68.8%) explained how they had learnt about history, geography or other subjects through the modding process. Closer analysis of survey and case study responses and mods reveals the variety of ways participants learnt and critiqued history through the modding process. The article discusses the data and the pedagogical affordance of modding in a few steps. First, the article briefly explores the evidence that indicates modding is popular within the EUIV gaming community. In this instance, it examines whether given the popularity of gaming practice, modding might also be seen as a new casual form of engagement with games. Second, the article reviews the modding process in EUIV and examines how both playing and creating mods may be beneficial for learning history. Modding is examined in terms of its pedagogical importance and the unique educational opportunities it may offer that are not otherwise accessible through other forms of game-based learning. Finally, the article explores how and what the case study participants learnt when they were tasked with creating and implementing playable mods to demonstrate their understanding of history. Overall, the article considers the growing importance of mods, how learners can create and represent history using mods and how mods can provide a platform for learners to develop their own critique and analysis of official history.
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来源期刊
E-Learning
E-Learning Social Sciences-Education
CiteScore
6.20
自引率
0.00%
发文量
0
期刊介绍: E-Learning and Digital Media is a peer-reviewed international journal directed towards the study and research of e-learning in its diverse aspects: pedagogical, curricular, sociological, economic, philosophical and political. This journal explores the ways that different disciplines and alternative approaches can shed light on the study of technically mediated education. Working at the intersection of theoretical psychology, sociology, history, politics and philosophy it poses new questions and offers new answers for research and practice related to digital technologies in education. The change of the title of the journal in 2010 from E-Learning to E-Learning and Digital Media is expressive of this new and emphatically interdisciplinary orientation, and also reflects the fact that technologically-mediated education needs to be located within the political economy and informational ecology of changing mediatic forms.
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