网络娱乐教学法:电子游戏作为文化场所的后批判方法论

Dora Kourkoulou, Rhiannon Bettivia
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引用次数: 0

摘要

在本文中,我们探讨了在学习中参与电子游戏的不平衡运动中的矛盾,以及游戏作为保证机构和公民遵守的战略机制的情感部署。为此,我们正在追踪数字游戏学习(Digital Game-Based Learning, DGBL)学术中实证主义和评估范式之间的联系,认为对知识传播的线性评估并没有充分考虑到虚拟世界的复杂性及其所调动的学习过程。作为回应,我们提出了一个网络娱乐教学框架,将游戏玩家的知识生产实践和表演嵌入到他们所占据的更广泛的社会背景中,承认他们作为数字和物理体验的混合性。我们将这一框架应用于一个案例研究,该案例研究阅读了一篇视频博客文章,该文章是在COVID-19大流行开始时作为社交距离幽默指南的。我们的阅读认识到知识传播模式作为修辞的操作化,同时强调品牌意识、身份形成和对数字空间的要求的离散项目。我们对我们称之为“技术偏差”的vlog表现的分析有助于消除教育研究中的偏差;对单向知识传递和表示的假设提出质疑;并以流行文化文本和用户生成内容中的游戏和游戏数据的教学价值为中心。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cyber-ludic pedagogies: towards a post-critical methodology of video games as cultural sites
In this paper, we explore contradictions in the uneven movements of engaging video games in learning, and the affective deployment of play as a strategic mechanism to guarantee institutional and civic compliance. To that purpose, we are tracing the links between positivist, evaluative paradigms in Digital Game-Based Learning (DGBL) scholarship, arguing that a linear assessment of knowledge transmission does not adequately engage the complexity of virtual worlds and the learning processes they mobilize. As a response, we propose a cyber-ludic pedagogical framework that embeds gamers’ knowledge-production practices and performances in the wider social context they occupy, acknowledging their hybridity as digital and physical experiences. We apply this framework to a case-study reading of a vlog entry performed as a humorous guide to social distancing at the onset of the COVID-19 pandemic. Our reading recognizes the operationalization of knowledge communication modes as tropes while emphasizing discrete projects of brand awareness, identity formation, and claims to digital space. Our analysis of the vlog performance of what we term ‘technodeviance’ serves to de-exoticize the deviant in educational research; problematize the assumption of one-way knowledge transmission and representation; and center the pedagogical value of game and play data that is found in popular culture texts and in user-generated content.
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来源期刊
Acta Scientiarum  Education
Acta Scientiarum Education Social Sciences-Education
CiteScore
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发文量
32
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