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Inclusive Gaming Creation by Design in Formal Learning Environments: 'Girly-Girls' User Group in No One Left Behind

机译:在正式学习环境中设计的包容游戏创作:“少女 - 女孩”用户组在没有人留下

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The education sector in Europe is facing one of the toughest challenges on how to attract, motivate and engage students with content from an academic curriculum and at the same time supporting the formal learning process and providing a learning experience that matches the dynamics of the 21st century. More than ever, Albert Einstein's words are a reality: "It is the supreme art of the teacher to awaken joy in creative expression and knowledge." Using games in formal learning situations is an important topic of current research but is still largely underexplored. This paper presents how the "No One Left Behind" project aims at unlocking inclusive gaming creation and experiences, by and for students in day-to-day school life. It outlines the project's use cases as well as explores cultural identity and gender inclusion when games framed in an educational environment are created by and for young girls ("girly-girls").
机译:欧洲的教育部门正面临着如何吸引,激励和从学术课程中吸引和参与学生的最严峻挑战之一,同时支持正规学习过程并提供与21世纪动态相匹配的学习经验。艾伯特爱因斯坦的言语比以往任何时候都是现实:“这是老师的最高艺术,以唤醒创造性的表达和知识。”在正式学习情况下使用游戏是当前研究的重要课题,但仍然很大程度上是望而面的。本文介绍了“没有人留下”项目旨在解锁包容性游戏创作和经验,并为日常学校生活中的学生。它概述了项目的用例,以及探讨在教育环境中的游戏所创造的游戏所创造的游戏,探讨文化身份和性别包容,并为年轻女孩(“吉利女孩”)。

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