24 research outputs found

    Game-Based Learning (GBL) Success Factors in the Public Higher Education Learning System

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    Game-based learning (GBL) is a form of gaming that leads to learning outcomes. It is designed to align the subject matter with how we play the game and the willingness of the player to apply and execute the matter in real-life circumstances. GBL defines a modern form of teaching technique where students are discovering a significant feature of the game in a teacher-related learning environment. The goal of this study is to investigate the performance of GBL in the quality of learning at higher public institutions. The questionnaires were distributed to the target respondents and the datacollectedwasanalyzedusingquantitative analysis methods to identify the study objectives and its performance. Results have shown that usefulness, perceived intention to use, and architectural design have a positive influence on the relationship to the efficiency of higher education learning systems. In conclusion, the outcome reveals that usefulness is the most important factor affecting the efficacy of the higher education system.Keywords—Game-based learning, Usability, Usefulness, Effectiveness of Learnin

    Perspectives on Science and Culture

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    "Edited by Kris Rutten, Stefaan Blancke, and Ronald Soetaert, Perspectives on Science and Culture explores the intersection between scientific understanding and cultural representation from an interdisciplinary perspective. Contributors to the volume analyze representations of science and scientific discourse from the perspectives of rhetorical criticism, comparative cultural studies, narratology, educational studies, discourse analysis, naturalized epistemology, and the cognitive sciences. The main objective of the volume is to explore how particular cognitive predispositions and cultural representations both shape and distort the public debate about scientific controversies, the teaching and learning of science, and the development of science itself

    Play Redux

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    Play Redux is an ambitious description and critical analysis of the aesthetic pleasures of video game play, drawing on early twentieth-century formalist theory and models of literature. Employing a concept of biological naturalism grounded in cognitive theory, Myers argues for a clear delineation between the aesthetics of play and the aesthetics of texts. In the course of this study, Myers asks a number of interesting questions: What are the mechanics of human play as exhibited in computer games? Can these mechanisms be modeled? What is the evolutionary function of cognitive play, and is it, on the whole, a good thing? Intended as a provocative corrective to the currently ascendant, if not dominant, cultural and ethnographic approach to game studies and play, Play Redux will generate interest among scholars of communications, new media, and film

    Discovering the New Place of Learning

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    The book explores the potential of learning outside the traditional classroom when students gain real-world experiences in a variety of contexts and public spaces such as built, natural and virtual landscapes, museums, heritage sites, science centres and community venues. The authors of the book promote and put the flexible and ‘plastic’ concept of a place of learning into action by including physical geographical location, digital, virtual and textual spaces into the analysis. The book illuminates the importance of innovative educational strategies in connecting formal, non-formal and informal education – experiential learning in museums, heritage places and communities, inquiry-based pedagogy, digital storytelling, environmental online games, narrative geographies, and the use of geospatial technologies

    Playing the Story: The Emergence of Narrative through the Interaction between Players, Game Mechanics, and Participatory Fan Communities.

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    If all games are understood as ultimately driven by the operation of their mechanics, then that operation cannot fully exist without the interaction of a player, and by extension the participatory fan community in which that player is situated. This interaction, in turn, can often produce a form of constructed reality known as emergent narrative, leading to this dissertation’s primary question: Do game mechanics inherently produce emergent narrative? Throughout this dissertation, I will argue that game mechanics produce an emergent narrative as an inherent consequence of their interaction with players and the surrounding community. In answering how emergent narrative comes out of the interaction between players, games, and ultimately the surrounding community, I will examine five key issues: player agency, the actual production of emergent narrative, narrative in non-narrative games, the role of participatory fan communities, and the potential use of emergent narrative in applied game design. Each of these areas in turn will be investigated through the lens of a case study on a relevant game. The main underlying idea that this dissertation adds to ongoing research is that the production of emergent narrative is an unavoidable consequence of playing a game. While the degree and direction of emergent narrative may vary considerably depending on the interaction itself, the very act of interacting between the player, their surrounding participatory community, and the game itself always produces some form of emergent narrative. This distinction makes any play experience potentially meaningful, and helps move the academic discussion of narrative in games beyond outdated ludology-versus-narratology models towards a more fluid and accurate theory of emergent narrative in games. This should allow for better games scholarship, better game design, and better application of game elements in applied contexts

    Neoliberal Governmentality in the Red-Green Era: Tracing Facets of the Entrepreneurial Self in Three Contemporary German Novels

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    This dissertation examines three contemporary German novels and their respective representations of the Red-Green era. It focuses on the discourses to which these novels refer in order to shed light on the consequences and implications of Red-Green politics for the subjectification of individuals during this time. When Gerhard Schröder replaced Helmut Kohl in 1998 as Chancellor of Germany, there was a noticeable shift towards neoliberal policies that has since received much attention in scholarly studies and public-political debates about its impact on Germany’s economy, social security system, political party system, and institutional structure. Taking a new approach to understanding the politics of the Red-Green coalition, I argue that its impact is noticeable not only in the political sphere, but that this impact also permeates all levels of society, in particular concepts of selfhood, and that it has found its way into contemporary literary works. As my particular interest lies in investigating how these literary works process the consequences and implications of Red-Green politics for the subjectification of individuals during this time, the novels I selected situate themselves explicitly within the Red-Green era mostly through references to some of its most well-known labour market measures, namely the Ich-AG, the Mittelstandsoffensive, and employability training programs. Analysing the neoliberal discourses to which these novels refer and (re-) constructing the particular sets of knowledge, truths, and norms that enable neoliberal governing practices allow me to shed light on the mechanisms of individuals’ subjectification through the politics of the Red-Green coalition. Of particular importance during the Red-Green era are the discourses surrounding entrepreneurialism as they construct the market as a structuring principle of society in which all individuals are called upon as entrepreneurs. For the examination of neoliberal governing discourses, I draw both on Michel Foucault’s theory of neoliberal governmentality and Ulrich Bröckling’s conceptualization of the entrepreneurial self, an idealized and hence unachievable self-image that addresses individuals as entrepreneurs of their own lives. Foucault’s theory allows going beyond an understanding of neoliberalism as a political theory of free market policies but views it as an act of governing that expands the notion of the government of others to include the government of the self according to the principles of entrepreneurialism and the market, hence taking into account the participatory role of the subject. Bröckling’s conceptualization draws on Foucault’s theory to examine the subjectification of individuals as entrepreneurial selves, that is, as individuals who are constantly stimulated to act as enterprising subjects. The literary analysis of the novels – Ralph Hammerthaler’s Alles bestens (2002), Reinhard Liebermann’s Das Ende des Kanzlers. Der finale Rettungsschuss (2004), and Joachim Zelter’s Schule der Arbeitslosen (2006) – shows they cast light on various ways in which specific forms of subjectivity are promoted and enabled through neoliberal governing practices. More specifically, I illustrate that the protagonists in each novel represent three different facets of the entrepreneurial self, namely the enthusiast, the melancholic, and the social lemming that Ulrich Bröckling identifies in his typology of the entrepreneurial self (2008). While the nameless protagonist in Alles bestens embraces the market as a universal structuring principle and a metaphor for his own life, the protagonist Hans Hansmann in Das Ende des Kanzlers embraces free market principles, yet fails to fully understand the demands of the market and his own position within it. By contrast, Karla Meier in Schule der Arbeitslosen refuses to accept yet nevertheless follows the demands implicit in the image of the entrepreneurial self

    Theatre, theatricality and resistance : some contemporary possibilities

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    PhDTheatre, Theatricality, and Resistance is concerned with how certain elements of contemporary Western - mainly British and Hungarian - culture are manifested through theatrical activity, both on and off stage. In so doing, the thesis asks the extent to which resistance is pc'ssible in contemporary theatre and theatricality. The thesis argues that conventional Western theatre is grounded in escapism and nostalgia. Restricted by its own institutional system, ideological function, and commercial aims, conventional theatre reaffirms the spectators' psychological and emotional desires, and confirms the hegemonic views and assumptions of contemporary postindustrial societies. In so doing, it silences the various voices available in society and erases even the possibility of resistance. Then the thesis proposes that while theatre is regarded as a marginalized commodity on the cultural market, theatricality has now produced a number of new practices in postindustrial societies. As the everyday appears as representation in various, constantly evolving and continuously improvised, collective and individual cultural perfor'nances, theatricality is not only thoroughly utilised by dominant social groups, but is also open to resistant voices left out of public discourses. These voices express their resistance by rewriting the means, practices, and strategies that the dominant culture employs. Finally, the thesis investigates those theatre practices (labelled `resistant') that are alert to recent changes in theatricalised society. These practices reconsider social, political, and cultural boundaries; confront logocentricity; and place equal emphasis on 2 visual, oral, textual, and proximal elements, as well as the audience's creative-interactive participation. Theatre can thus reflect on the anomalies of the theatricalised society, social and sexual (in)difference, gender assumptions, and ethnic stereotyping, and resist the lure of power. Through these practices, theatre may attain complexity, endangering institutions, hierarchies and power, and offer alternatives to the dominant ideology by fusing popular and high culture, and giving visual, textual, intellectual and sensual pleasure to its participants

    Rethinking gamification

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    Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game.The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification

    Rethinking Gamification

    Get PDF
    Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification
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