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Gamers versus the Index

机译:玩家对指数

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This paper presents an ethnographic study of pupils within a trial programme (P2), aimed at developing an upper secondary education for so-called ‘gamers’ who had ‘dropped out’ of school. It was done to follow up a previous trial programme (P1), since many young persons have problems with school. The main question examined here is: When we found situations where the learning worked, by means of social responsitivity, what components were active? How were meaningful affordances created? The trials may be understood from a historical perspective on orality and literacy. Print enabled words to be embedded in space as indexes (tables, lists etc) rather than in time (as orality implies). The index is practiced at the core of traditional school today, with attendance lists and schedules (controlling time and space) and schoolbooks (finalizing the word). Digital culture challenges these structures where the word is not as finalized, and literacy may include other modalities than writing. School is a culture conservative context, which fights back this transformation with more control, through the use of indexes and constraints on digital culture. As contrast, P2 replaced the schedule with full workdays. This enabled the use of commercial off-the-shelf (COTS) computer games, especially massively multiplayer online (MMO) games, as replacement for schoolbooks (not all books). The study is based on interviews with the pupils as well as daily participatory observations for two years. Further, data about attendance over two years and grades at the start and end of P2 are presented. The results show that most of the pupils returned to school, became interested in learning again and got grades. They expressed a sense of freedom, which is closely related to the voluntary aspect of playing a game. In other words, to do things for the sake of the actitivity itself, rather than some external learning goal. The paper concludes with a comparison between P2 and traditional school, based upon the study and suggests future research. A review of related research is also included.
机译:本文介绍了一项针对试验计划(P2)中学生的民族志研究,旨在为那些“辍学”的所谓“游戏者”发展高中教育。这样做是为了跟进先前的试用计划(P1),因为许多年轻人在学校上遇到问题。这里讨论的主要问题是:当我们发现通过社会责任感使学习有效的情况时,哪些成分是活跃的?如何创建有意义的能力?可以从口头和读写能力的历史角度来理解审判。打印启用的单词以索引(表,列表等)的形式嵌入到空间中,而不是按时间(如口头暗示)嵌入。该索引是当今传统学校的核心,包括出勤清单和时间表(控制时间和空间)和教科书(确定单词)。数字文化挑战了单词尚未定型的这些结构,读写能力可能包括写作以外的其他方式。学校是一种文化保守的背景,它通过使用数字文化的索引和约束来通过更多的控制力来抵抗这种转变。相比之下,P2用整个工作日代替了时间表。这使得可以使用商业现货(COTS)计算机游戏,尤其是大型多人在线(MMO)游戏来代替教科书(并非所有书本)。该研究基于对学生的访谈以及两年的每日参与性观察。此外,还提供了有关两年以上的出勤率以及P2起点和终点的成绩的数据。结果表明,大多数学生返回学校,对再次学习感兴趣并获得了成绩。他们表达了一种自由感,这与玩游戏的自愿性密切相关。换句话说,做事是为了主动性,而不是某些外部学习目标。本文在研究的基础上对P2和传统学校进行了比较,并提出了未来的研究建议。还包括相关研究的综述。

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