为什么在休闲中心使用棋盘游戏?杰出的工作人员在与孩子玩耍时谈论和描述主题位置

B. Haglund, Louise Peterson
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引用次数: 3

摘要

桌游历来被视为瑞典人休闲活动的重要组成部分,但有关这项活动的研究却很少。这项研究旨在通过一项针对Facebook上一个专注于休闲中心的封闭小组成员的网络调查来填补这一空白。使用批判性话语分析分析了55名被调查者的回答,以找出为什么休闲中心的工作人员使用棋盘游戏。文章还讨论了工作人员在与孩子们玩棋盘游戏时所使用的主体位置。研究结果揭示了四个主要的话语:支持社会结构、学习社会能力、替代数字游戏和学习认知能力。结果还揭示了玩棋盘游戏时的三个主体位置:开发者、监督裁判和参与者。举报人关于他们使用桌游的原因和工作人员在玩桌游时所处的位置的论述主要来自社会教学领域。然而,强调传统学校相关内容的特点也很明显。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Why use board games in leisure-time centres? Prominent staff discourses and described subject positions when playing with children
Board games are traditionally seen as an important Swedish leisure-time centre activity, but research regarding this activity is sparse. This study aims to fill part of that void through a web survey directed to members in a closed Facebook group focusing on leisure-time centres. Fifty-five informants’ answers were analysed using critical discourse analysis to find why staff at leisure-time centres use board games. The article also discusses the subject positions the staff use when playing board games with the children. The results reveal four prominent discourses, which were termed: supporting social structure, learning social competence, substituting digital games, and learning cognitive abilities. The results also reveal three subject positions while playing board games: developer, supervising judge, and participant. The informants’ discourses regarding their reasons for using board games and the positions the staff settled into while playing board games drew mostly from a social pedagogical arena. However, features that emphasize traditional school related content are also evident.
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