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Hypercontextualizing a game workshop in Tanzania

机译:在坦桑尼亚的游戏研讨会超级缩短

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Despite wide literature on ICT in education, inclusion and development, most empirical interventions focus on the technology as a starting point of their interventions, e.g. individuals must learn to use the computer. Only later they localize the digital tool and reflect upon how this technology can be useful for the individuals in their own environment. Instead, our approach focuses first on understanding of the individual performing a particular activity in a specific context. Later, experts in collaboration with the individuals of the study develop a tool to facilitate the activity under analysis in the specific context. Hypercontextualized Game (HCG) is a concept that we have used for creating games strongly interwoven with the environment in which they are produced and played. As context we refer to the relevant elements that influence a specific activity at the moment it is performed. Hypercontextualized highlights three aspects of context (environmental, intersubjective and subjective) that are time bound in the activity under study. The concept of HCG has been successfully employed in several game applications and now it was used as a guideline for a game workshop. The game workshop “Working for my Dreams” was designed for the Ukombozi Primary School in Tanzania and considers the three different context aspects during the entire game workshop activity. The workshop aimed to promote a learning experience across subject areas while constructing a meaningful OLPC application on-site.
机译:尽管教育,包容和发展中ICT的知识产品很广,但大多数实证干预措施都将作为其干预措施的出发点,例如,这是一种技术。个人必须学会使用计算机。稍后他们只能本地化数字工具,并反思这项技术如何对自己环境中的个人有用。相反,我们的方法首先侧重于理解在特定上下文中执行特定活动的个人。后来,与研究人员合作的专家开发了一种工具,以促进在特定背景下进行分析的活动。高速文化的游戏(HCG)是我们用于创建强烈交织的游戏与生产和播放的环境进行创建游戏的概念。作为上下文,我们指的是在执行的时刻影响特定活动的相关元素。高速文化突出了上下文(环境,间隔和主观)的三个方面,这些方面是在研究中活动中的时间限制。 HCG的概念已在几个游戏应用程序中成功使用,现在它被用作游戏研讨会的指导。游戏研讨会“为我的梦想工作”是为坦桑尼亚的Ukombozi小学设计的,并考虑了整个游戏工作坊活动中的三个不同的背景方面。研讨会旨在在现场构建有意义的OLPC应用程序的同时促进跨学科领域的学习经验。

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