《心灵之火:角色沉浸游戏如何改变大学

M. Fifolt
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Carnes suggests that active-learning pedagogies, such as Reacting to the Past and other historical simulations, resonate deeply with students and allow them to lose themselves in the experience (p. 312).For this investigation, Carnes interviewed more than 90 students enrolled at 30 colleges and universities over a four-year period to learn more about the motivational power of role-immersion curricula. Carnes notes that role-immersion courses are designed to promote in-class, interactive engagement. In fact, unlike many of his contemporaries who see online courses as the future of higher education, Carnes envisions role immersion as transforming traditional classroom pedagogies such that students will actually want to come to school (p. 15).Carnes observes that historically, U.S. higher education has struggled to engage undergraduate students in academic pursuits. In fact, recent findings reveal that students continuously demonstrate high levels of academic disengagement (Arum and Roska 2010) and low levels of motivation and interest (Bowen, Chingos and McPherson 2009). Further, faculty members, driven by a system that rewards scholarship over teaching (Bok 2013), continue to finds ways to \"free themselves from the ?burden' of undergraduate instruction\" (p. 21). Researchers have described this phenomenon as an educational stalemate in which students do as little as possible to receive the highest possible grades while faculty members focus on their research in order to earn promotion and tenure (Arum and Roska 2010, Levine and Dean 2012, Samuels 2013).Consistent with the findings of Cox (2009), Carnes argues, \"Colleges underachieve because the predominant modes of instruction are inadequate learning tools\" (p. 29). Despite calls for reforming the curriculum to include more active-learning pedagogies (Bok 2013, Johansson and Felten 2014), Carnes identifies three primary obstacles: (a) lack of resources to reward innovative teaching, (b) faculty preference to cling to professional conventions, and (c) student apprehension of active-learning approaches (p. 29). However, Carnes' development of Reacting to the Past, which he describes as \"innovation by accident,\" marked a significant shift in his thinking about classroom teaching and student learning.Frustrated with his own lecture-style class in the mid 199os, Carnes reformatted his seminar for first-year history students to include classroom debates. He noticed that given the latitude to shape the scenarios, students came to embody the personas of historical figures and thus drew other students into the \"game.\" Carnes reflects, \"Students grew more comfortable with their assigned roles and philosophical assumptions. They argued with conviction and force. Their [student] papers in support of oral arguments were informed by texts I had not assigned\" (p. 34). Students immersed themselves in history. The seeds oi Reacting to the Past had been planted.SUBVERSIVE PLAYFor more than 200 years, college students have created play worlds separate from the formal structures of colleges and universities as a way to subvert \"existing social hierarchies and cultural assumptions\" (p. 43). Carnes suggests that student behaviors and activities often are driven by competition. And although they may be perceived as antithetical to institutional structures, they are merely thinly veiled actions \"behind masks of metaphors, secrecy, and make-believe\" (p. …","PeriodicalId":75260,"journal":{"name":"Tribal college and university research journal","volume":"46 1","pages":"57"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"42","resultStr":"{\"title\":\"Minds on Fire: How Role-Immersion Games Transform College\",\"authors\":\"M. Fifolt\",\"doi\":\"10.5860/choice.190705\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"MINDS ON FIRE: HOW ROLE-IMMERSION GAMES TRANSFORM COLLEGE CARNES, M. C. 2014. CAMBRIDGE, MA: HARVARD UNIVERSITY PRESS. 387 PP. 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Carnes notes that role-immersion courses are designed to promote in-class, interactive engagement. In fact, unlike many of his contemporaries who see online courses as the future of higher education, Carnes envisions role immersion as transforming traditional classroom pedagogies such that students will actually want to come to school (p. 15).Carnes observes that historically, U.S. higher education has struggled to engage undergraduate students in academic pursuits. In fact, recent findings reveal that students continuously demonstrate high levels of academic disengagement (Arum and Roska 2010) and low levels of motivation and interest (Bowen, Chingos and McPherson 2009). Further, faculty members, driven by a system that rewards scholarship over teaching (Bok 2013), continue to finds ways to \\\"free themselves from the ?burden' of undergraduate instruction\\\" (p. 21). Researchers have described this phenomenon as an educational stalemate in which students do as little as possible to receive the highest possible grades while faculty members focus on their research in order to earn promotion and tenure (Arum and Roska 2010, Levine and Dean 2012, Samuels 2013).Consistent with the findings of Cox (2009), Carnes argues, \\\"Colleges underachieve because the predominant modes of instruction are inadequate learning tools\\\" (p. 29). Despite calls for reforming the curriculum to include more active-learning pedagogies (Bok 2013, Johansson and Felten 2014), Carnes identifies three primary obstacles: (a) lack of resources to reward innovative teaching, (b) faculty preference to cling to professional conventions, and (c) student apprehension of active-learning approaches (p. 29). 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引用次数: 42

摘要

《着火的头脑:角色沉浸式游戏如何改变大学游戏》,m.c. 2014。马萨诸塞州剑桥:哈佛大学出版社。巴纳德学院-哥伦比亚大学历史学教授马克·卡恩斯在《心灵着火》一书中指出,美国的高等教育并非“全是错的”,而是“只有一半是对的”(第13页)。当前的教学体系以理性、等级和有序的结构为特征,往往忽视了与“情感、恶意颠覆、社会参与和创造性混乱”相关的人类经验中同样重要的方面(第13页)。Carnes建议主动学习教学法,如对过去的反应和其他历史模拟,与学生产生深刻的共鸣,并使他们在经验中迷失自我(第312页)。在这项调查中,Carnes在四年的时间里采访了30所学院和大学的90多名学生,以了解更多关于角色浸入式课程的激励作用。Carnes指出,角色沉浸式课程旨在促进课堂上的互动参与。事实上,与他同时代的许多人认为在线课程是高等教育的未来不同,卡恩斯认为角色沉浸式教学将改变传统的课堂教学方式,使学生们真正愿意来上学。卡恩斯观察到,从历史上看,美国高等教育一直在努力吸引本科生从事学术追求。事实上,最近的研究结果显示,学生持续表现出高水平的学术脱离(Arum and Roska 2010)和低水平的动机和兴趣(Bowen, Chingos and McPherson 2009)。此外,在奖励学术而非教学的体制(Bok 2013)的推动下,教师们继续寻找“从本科教学的‘负担’中解脱出来”的方法(第21页)。研究人员将这种现象描述为一种教育僵局,在这种僵局中,学生尽可能少地获得尽可能高的分数,而教师则专注于他们的研究,以获得晋升和终身教职(Arum and Roska 2010, Levine and Dean 2012, Samuels 2013)。与Cox(2009)的研究结果一致,Carnes认为,“大学成绩不佳是因为主要的教学模式是不充分的学习工具”(第29页)。尽管呼吁改革课程以包括更多主动学习教学法(Bok 2013, Johansson and Felten 2014),但Carnes指出了三个主要障碍:(a)缺乏奖励创新教学的资源,(b)教师倾向于坚持专业惯例,(c)学生对主动学习方法的理解(第29页)。然而,Carnes的《对过去的反应》(他将其描述为“偶然的创新”)的发展标志着他对课堂教学和学生学习的看法发生了重大转变。20世纪90年代中期,卡恩斯对自己的讲座式课程感到失望,于是他对历史系一年级学生的研讨会进行了改革,加入了课堂辩论。他注意到,给予学生塑造场景的自由,学生们开始扮演历史人物的角色,从而吸引其他学生参与“游戏”。卡恩斯反思道:“学生们越来越适应他们被分配的角色和哲学假设。他们争论得很有说服力。他们支持口头辩论的[学生]论文中引用了我没有布置的文本”(第34页)。学生们沉浸在历史中。《对过去的反应》的种子已经埋下了。200多年来,大学生创造了与学院和大学的正式结构分离的游戏世界,以此来颠覆“现有的社会等级和文化假设”(第43页)。卡恩斯认为,学生的行为和活动往往是由竞争驱动的。尽管它们可能被认为是与制度结构相对立的,但它们仅仅是“在隐喻、秘密和假装的面具后面”(p. ...)的不加掩饰的行为
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Minds on Fire: How Role-Immersion Games Transform College
MINDS ON FIRE: HOW ROLE-IMMERSION GAMES TRANSFORM COLLEGE CARNES, M. C. 2014. CAMBRIDGE, MA: HARVARD UNIVERSITY PRESS. 387 PP. Reviewed by Matthew Fifolt, Ph.D.In Minds on Fire, Mark Carnes, professor of history at Barnard College-Columbia University, suggests that higher education in the United States is not "all wrong" but rather "only half right" (p. 13). The current pedagogical system, characterized by rational, hierarchical, and wellordered structures, often overlooks the equally important aspects of the human experience related to "emotion, mischievous subversion, social engagement, and creative disorder" (p. 13). Carnes suggests that active-learning pedagogies, such as Reacting to the Past and other historical simulations, resonate deeply with students and allow them to lose themselves in the experience (p. 312).For this investigation, Carnes interviewed more than 90 students enrolled at 30 colleges and universities over a four-year period to learn more about the motivational power of role-immersion curricula. Carnes notes that role-immersion courses are designed to promote in-class, interactive engagement. In fact, unlike many of his contemporaries who see online courses as the future of higher education, Carnes envisions role immersion as transforming traditional classroom pedagogies such that students will actually want to come to school (p. 15).Carnes observes that historically, U.S. higher education has struggled to engage undergraduate students in academic pursuits. In fact, recent findings reveal that students continuously demonstrate high levels of academic disengagement (Arum and Roska 2010) and low levels of motivation and interest (Bowen, Chingos and McPherson 2009). Further, faculty members, driven by a system that rewards scholarship over teaching (Bok 2013), continue to finds ways to "free themselves from the ?burden' of undergraduate instruction" (p. 21). Researchers have described this phenomenon as an educational stalemate in which students do as little as possible to receive the highest possible grades while faculty members focus on their research in order to earn promotion and tenure (Arum and Roska 2010, Levine and Dean 2012, Samuels 2013).Consistent with the findings of Cox (2009), Carnes argues, "Colleges underachieve because the predominant modes of instruction are inadequate learning tools" (p. 29). Despite calls for reforming the curriculum to include more active-learning pedagogies (Bok 2013, Johansson and Felten 2014), Carnes identifies three primary obstacles: (a) lack of resources to reward innovative teaching, (b) faculty preference to cling to professional conventions, and (c) student apprehension of active-learning approaches (p. 29). However, Carnes' development of Reacting to the Past, which he describes as "innovation by accident," marked a significant shift in his thinking about classroom teaching and student learning.Frustrated with his own lecture-style class in the mid 199os, Carnes reformatted his seminar for first-year history students to include classroom debates. He noticed that given the latitude to shape the scenarios, students came to embody the personas of historical figures and thus drew other students into the "game." Carnes reflects, "Students grew more comfortable with their assigned roles and philosophical assumptions. They argued with conviction and force. Their [student] papers in support of oral arguments were informed by texts I had not assigned" (p. 34). Students immersed themselves in history. The seeds oi Reacting to the Past had been planted.SUBVERSIVE PLAYFor more than 200 years, college students have created play worlds separate from the formal structures of colleges and universities as a way to subvert "existing social hierarchies and cultural assumptions" (p. 43). Carnes suggests that student behaviors and activities often are driven by competition. And although they may be perceived as antithetical to institutional structures, they are merely thinly veiled actions "behind masks of metaphors, secrecy, and make-believe" (p. …
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