7,972 research outputs found

    Playing and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past

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    For decades there has been a call for educators to explore new possibilities for meeting educational goals defined broadly under a number of 'twenty-first century competencies' curricula (Dede, 2014; Voogt et al., 2013). These stress the need for students to combine critical skills development with an understanding of the processes and reach of technologies in daily life, in order to prepare them for a shifting cultural and economic landscape. In response, an extensive literature has grown up about game-based learning (Brown, 2008; de Castell, 2011; Gee, 2003; Gee and Hayes, 2011; Jenson, Taylor, de Castell, 2011; Jenson et al., 2016; Kafai, 1995; 2012; 2016; Prensky, 2001; Squire, 2004; 2011; Steinkuehler, 2006) that seeks to explore whether/how games can be used productively in education. History as a discipline lends itself particularly well to game-based learning. It is bound up in questions of interpretation, agency, and choice, considerations that gameplay and game design as processes highlight well. My research explores the uses of digital historical games in history education, and most especially in the acquisition of critical historical skills. These skills are defined as the capacity to view and engage with the constitutive parts of historical scholarship and objects: interpretation, argument, evidence, ideology, subject position, class, race, sex, etc. This thesis will present findings from two participant-based research studies that I organized and ran between 2018 and 2019. In the first, participants were tasked with playing a counterfactual historical game, Fallout 4, and talking about their experiences, as well as answering questions about history and historical understandings. The second study took the form of an interactive digital history course. In it, students, working in small groups, were tasked with creating their own historical games. Exploring both gameplay and game production answers the call issued by Kafai and Burke (2016) that researchers should view the potential for games in education holistically, rather than in either/or terms. Taken together, this thesis argues that playing and especially making historical games offers opportunities for learners to engage with epistemological concepts in history in meaningful ways that can advance their critical understanding of history as a subject

    Freelance subtitlers in a subtitle production network in the OTT industry in Thailand: a longitudinal study

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    The present study sets out to investigate a subtitle production network in the over-the-top (OTT) industry in Thailand through the perspective of freelance subtitlers. A qualitative longitudinal research design was adopted to gain insights into (1) the way the work practices of freelance subtitlers are influenced by both human and non-human actors in the network, (2) the evolution of the network, and (3) how the freelance subtitlers’ perception of quality is influenced by changes occurring in the network. Eleven subtitlers were interviewed every six months over a period of two years, contributing to over 60 hours of interview data. The data analysis was informed by selected concepts from Actor-Network Theory (ANT) (Law 1992, 2009; Latour 1996, 2005; Mol 2010), and complemented by the three-dimensional quality model proposed by Abdallah (2016, 2017). Reflexive thematic analysis (Braun and Clarke 2019a, 2020b) was used to generate themes and sub-themes which address the research questions and tell compelling stories about the actor-network. It was found that from July 2017 to September 2019, the subtitle production network, which was sustained by complex interrelationships between actors, underwent a number of changes. The changes affected the work practices of freelance subtitlers in a more negative than positive way, demonstrating their precarious position in an industry that has widely adopted the vendor model (Moorkens 2017). Moreover, as perceived by the research participants, under increasingly undesirable working conditions, it became more challenging to maintain a quality process and to produce quality subtitles. Finally, translation technology and tools, including machine translation, were found to be key non-human actors that catalyse the changes in the network under study

    How to Be a God

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    When it comes to questions concerning the nature of Reality, Philosophers and Theologians have the answers. Philosophers have the answers that can’t be proven right. Theologians have the answers that can’t be proven wrong. Today’s designers of Massively-Multiplayer Online Role-Playing Games create realities for a living. They can’t spend centuries mulling over the issues: they have to face them head-on. Their practical experiences can indicate which theoretical proposals actually work in practice. That’s today’s designers. Tomorrow’s will have a whole new set of questions to answer. The designers of virtual worlds are the literal gods of those realities. Suppose Artificial Intelligence comes through and allows us to create non-player characters as smart as us. What are our responsibilities as gods? How should we, as gods, conduct ourselves? How should we be gods

    A History of Psychological Boredom: The Utility of Boredom in the Practice of Psychological Science

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    The 100-year plus history of psychologists attempting to establish boredom as a quantifiable construct provides insight into the problems associated with how psychology adopts its subject matter. By borrowing terms from the public and assuming they represent universal aspects of human nature, the discipline has spurred critical inquiry regarding the practices hidden assumptions and theory. In particular, boredom, with its associations with both existential and trivial concerns, exposes the limitations of the practice of scientific psychology and reflects the disciplines own conflicted identity. In order to facilitate an examination of these theoretical issues, this historical examination focuses on the failed attempts by 1970s personality psychology and 1990s positive psychology to domesticate the concept. With the inclusion of the publics boredom discourse during these decades, the cultural influence on these disciplines theorizing is excavated. These influences complicate attempts by psychologists to practice as a science and provide a reason to take pause amid repeated calls to unify the discipline
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