Learning about pandemic: a study from the game Plague inc and its players

D. Ramos, Tayanara Rúbia Campos, Fernando Silvio Cavalcante Pimentel
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引用次数: 0

Abstract

The Covid-19 pandemic instigate researchers from around the world to seek educational alternatives with technologies, among them are digital games. This article is based on the theoretical assumptions that support the use of games as learning promoters and presents an exploratory and qualitative research, with the aim of analyzing the experiences, learning and meanings expressed by players in an online community about the game Plague inc.  in the context of the COVID-19 pandemic. Data collection was performed in an online community of players, and 545 game evaluations and contributions were performed spontaneously. The results of the analysis of the content of the collected data, coded in categories, indicate that the game has provided the development of new knowledge, reflections on the context of the pandemic, questioning about the scientific information conveyed in the game, besides promoting interaction in the midst of isolation.  Thus, it is understood that playing experience allows to problematize reality and offers opportunities to signify experiences and knowledge.
关于大流行的学习:来自游戏Plague inc及其玩家的研究
新冠肺炎大流行促使世界各地的研究人员寻求技术教育替代品,其中包括数字游戏。本文基于支持将游戏用作学习推动者的理论假设,并进行了探索性和定性研究,目的是分析玩家在新冠肺炎大流行背景下在在线社区中对游戏Plague股份有限公司表达的经验、学习和意义。数据收集是在玩家的在线社区中进行的,545个游戏评估和贡献是自发进行的。对分类编码的收集数据内容的分析结果表明,游戏除了促进隔离中的互动外,还提供了新知识的发展、对疫情背景的思考、对游戏中传达的科学信息的质疑。因此,可以理解的是,游戏经验可以使现实成为问题,并提供了表达经验和知识的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Revista Tempos e Espacos Educacao
Revista Tempos e Espacos Educacao EDUCATION & EDUCATIONAL RESEARCH-
自引率
0.00%
发文量
98
审稿时长
20 weeks
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