Play Is the Game

2022 ◽  
pp. 344-362
Author(s):  
Sharon Peck

Drawing on a multimodal framework, this chapter looks at the ways engagement and embodiment of learning are mediated through play as sixth graders learn to skin or repurpose board games to represent the story of The Lightning Thief. Studying game design for the purpose of skinning, that is, applying a new theme or skin to a game, provides a literacy learning process that can foster collaborative, creative, and authentic learning. Outcomes demonstrated gains in social skills and interactions, critical thinking, reading comprehension, visual representation, graphic design, and writing for specific purposes. Analysis revealed that students were immersed in the learning process to the extent that they felt comfortable acting informally, responding in the moment, and being playful. This chapter shows a way to foster academic growth, engagement in learning, and collaboration is to engage students in skinning games based on literature and integrated a playful learning environment.

2017 ◽  
Vol 1 (2) ◽  
pp. 178
Author(s):  
Dian Purnamasari

This study originated from the writer’s concern towards  an issue occurred in seventh graders of SMP N 7 Bandung related to social skills of student. The issue is finding from conducted observation in several meetings of February 2014. Indicator of the problems which is encountered is low interest in cooperating, responsibility and tolerance of learners in learning process, less understanding of  the meaning of social studies, low participation of learners in learning, unwell paradigm of social studies, lack of initiative participation in learning process, and low learning results. Reviewing the examined issues relate to the learning process, the researcher chose Classroom Action Research (CAR) with 4 cycles of David Hopkins research design. Alternative selected solutions, namely Authentic Learning Models. Implementation of authentic learning activities in social learning as an alternative in purpose to develope the social skills of students can be categorized in good level. The development of authentic learning in social learning can be seen from the development of social skills indicators such as able to cooperating with their groups, had a good responsibility, and able to apply owned knowledge, have perspective, empathized, and have self-knowledge to toleranced with others. Based on the findings in field could conclude from this study, including the first, well-designed research planning. Second, grow social skills of students in the implementation of the learning activities using utilization of authentic learning carried out more focused and neatly on each cycle. Third, reflecting the constraints that are found in every cycle and overcome the constraints on the next cycle. Fourth, the solution in the constraints found in the utilization of authentic learing students experience positive changes that increase students' social skills. This reflects the achievement of all indicators of students’social skills. Fifth, after using utilization of Authentic Learning able to grow social skills in students. Keywords: Authentic Learning, Social Skills


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 558-558
Author(s):  
Chantal Kerssens ◽  
Maribeth Gandy ◽  
Kara Cohen ◽  
Laura Levy ◽  
Cecile Janssens ◽  
...  

Abstract Mild cognitive impairment (MCI) affects millions of older Americans and progression to dementia is common. Although people with MCI may experience impairments, they are often highly verbal, able, and eager to uphold beloved routines. Moreover, many seek opportunities to stay active, physically and mentally, to support their brain health. Some forms of cognitive training and social engagement potentially delay the onset and progression of disease, including dementia. This 12-month project used mixed methods to co-design and test an accessible version of well-known board games for people with MCI and a care partner without MCI. The overall goal was to foster a meaningful, joyous, social activity for players with differing capabilities using adapted game mechanics to create a compelling experience for both players. Coping strategies of care partners were studied to learn ways to foster positive interactions. Findings inform recommendations for game design and clinical interventions. Part of a symposium sponsored by Technology and Aging Interest Group.


2016 ◽  
Vol 5 (1) ◽  
pp. 134-137
Author(s):  
Tatiana Nikolaevna Andryukhina

The method of consultative instruction is promising for training of bachelors, masters and specialists, who possess professional competences. This method involves the active use of modern gadgets in the learning process of students. The professional competences of a specialist - readiness or ability to rationally and productively use knowledge, skills, habits, methods of activity, necessary for their professional sphere. The advisory teaching method is being tested for the teaching of future bachelors in the Department of Automated machine tools and tooling systems in the Samara State Technical University. The method is used for the preparation of laboratory lessons in such disciplines as Fundamentals of Computer Graphics and Computer simulation. These courses were selected for the experiment, since the curriculum sets out only four- hour laboratory works. The teacher gives theoretical input on the construction of sketches, drawings, models, parts and units from the moment the computer is switched on and the program for the simulation is started until the end of the laboratory work. The article highlights the positive aspects of the method of advisory training both for teachers and for students. The author specifies some restrictions for use of the advisory training method. The experiment has shown that while doing laboratory work the students were much more motivated, productive and creative.


2020 ◽  
Vol 13 (3) ◽  
pp. 279
Author(s):  
Laura Elizabeth Cervantes Benavides

Facing the problems for understanding student learning and the way that makes the relationship and integration of learned knowledge easier, this work is presented, which objective is to identify in the teaching-learning process, at the moment in which the individual relates and integrates the knowledge it acquires. In this document, the assumption was made is, In greater depth of reflection, the student strengthens his cognitive and metacognitive abilities.


Author(s):  
Fortesa Haziri ◽  
Lulzim Shabani ◽  
Miloslava Chovancova

PPurpose – the purpose of the current research was to investigate the influence of the experience of players and no-players on their purchasing behavior in a gamified purchasing setting. Research methodology – PLS-SEM has been employed to investigate the effect of gaming on consumer behavior and analyze the data gathered via the questionnaire distributed online. Findings – unlike studies in different domains, where the positive impact of game experience in a gamified learning environment and purchasing intention towards gamified products has been highlighted, the results of this research reveal the irrelevance of game experience in online purchasing behavior. Research limitations – firstly, no comparison has been made concerning the differences between board-games and online games. Secondly, the length of time spent playing has not been analyzed. Lastly, the research does not offer any insight regarding the country, nor compare online and offline buying behavior. Practical implications – eventually, game experience needlessly impacts the purchasing process in a gamified setting. Game design, personality, characteristics, cultural background and other attributes of the participants are an important caveat. Originality/Value – the research reveals stimulating results for scholars in the field of gamification, game elements, consumer behavior, and online purchasing


2018 ◽  
Vol 1 (2) ◽  
pp. 125-135
Author(s):  
Yanuar Rahman ◽  
Hendy Hertiasa

History is a reflection to characters of the nation that should not be forgotten, because there are so many lessons and could be gained by understanding it. But in reality history lessons did not always get a proper place in the learning process of students in high school. This research wants to dig deeper and find alternative solutions for historical learning process, especially about how to introduce chronological history of the sumpah palapa through an exciting gaming media as part of the learning process to teenagers. The research process is also looking for alternative ways of designing gameplay and visually appropriate for the game. The method used in this research is a systematic and continuous action reserach, to understand the context of learning used constructivism learning methods, as well as related theories in the realm of education and psychology in order to enrich the rationale of this research. The results of the research produced through literature review, observation, discussion and experiments to obtain data, will be used as a basis in the design of content and visual games. A final challenge of this game design process is to create a game that contextual and parallel with the goal of teaching history in Indonesia, as a means to develop the good character of young people for the nation by strengthen the sense of history to the youth as the primary user.


2021 ◽  
pp. 014544552110540
Author(s):  
Hide Okuno ◽  
Taylor Rezeppa ◽  
Tabitha Raskin ◽  
Andres De Los Reyes

Socially anxious adolescents often endure anxiety-provoking situations using safety behaviors: strategies for minimizing in-the-moment distress (e.g., avoiding eye contact, rehearsing statements before entering a conversation). Studies linking safety behaviors to impaired functioning have largely focused on adults. In a sample of one hundred thirty-four 14 to 15 year-old adolescents, we tested whether levels of safety behaviors among socially anxious adolescents relate to multiple domains of impaired functioning. Adolescents, parents, and research personnel completed survey measures of safety behaviors and social anxiety, adolescents and parents reported about adolescents’ evaluative fears and psychosocial impairments, and adolescents participated in a set of tasks designed to simulate social interactions with same-age, unfamiliar peers. Relative to other adolescents in the sample, adolescents high on both safety behaviors and social anxiety displayed greater psychosocial impairments, evaluative fears, and observed social skills deficits within social interactions. These findings have important implications for assessing and treating adolescent social anxiety.


2021 ◽  
Vol 4 (2) ◽  
pp. 195
Author(s):  
Lari Andres Sanjaya ◽  
Eka Amelia Putri ◽  
Firmanul Catur Wibowo ◽  
Dimas Kurnia Robby ◽  
Ratna Widayanti Puspa D

ABSTRACTThe role of learning media becomes very important in the period of distance learning to connect educators with learners. Therefore, the selection and use of learning media when Learning from Home (BDR) takes place will have an impact on the learning process that occurs. One of the practical and easy to use multimedia for BDR is Digital Storytelling. This article will present the results of research that produces digital storytelling of physics (DiSPhy) learning media that is equipped with science literacy and STEM projects. This research was conducted by the Research & Development (R&D) method which refers to the ASSURE steps. The resulting DiSPhy is tested directly to educators and learners using likert-scale questionnaire instruments. This research succeeded in producing digital learning media products in the form of DiSPhy equipped with decent science literacy as a medium of distance learning physics.Keywords: digital storytelling of physics, science literacy, learning from homeABSTRAK Peran media pembelajaran menjadi sangat penting pada masa pembelajaran jarak jauh untuk menghubungkan pendidik dengan peserta didik. Oleh karenanya, pemilihan dan penggunaan media pembelajaran saat Belajar dari Rumah (BDR) berlangsung akan berdampak pada proses pembelajaran yang terjadi. Salah satu multimedia yang praktis dan mudah digunakan untuk BDR adalah Digital Storytelling. Artikel ini akan memaparkan hasil penelitian yang menghasilkan media pembelajaran Digital Storytelling of Physics (DiSPhy) yang dilengkapi soal literasi sains dan proyek STEM. Penelitian ini dilakukan dengan metode Research & Development (R&D) yang mengacu pada langkah-langkah ASSURE. DiSPhy yang dihasilkan diuji secara langsung kepada pendidik dan peserta didik dengan menggunakan instrumen angket skala likert. Penelitian ini berhasil menghasilkan produk media pembelajaran digital berupa DiSPhy dilengkapi dengan soal literasi sains yang sangat layak sebagai media pembelajaran jarak jauh fisika.Kata kunci: digital storytelling of physics, literasi sains, belajar dari rumah


Author(s):  
Ernest Ampadu ◽  
Emmanuel Adjei-Boateng

Students learning and understanding is enhanced if the teaching and learning process is authentic. Authentic learning process leads to understanding and meaningful application of concepts learned. One way by which teachers can to provide authentic learning environment is through Problem-Based Learning (PBL). PBL offers opportunity for students to learn about something that is real and beneficial. Teacher education programs, pre-service or in-service, should help teachers to understand how to use PBL to provide students with authentic learning environments. The chapter aims at supporting teachers' understanding and application of PBL so that they can provide students with meaningful learning experiences. Specifically, this chapter is intended to assist teachers have a better understanding of PBL as a strategic approach to meaningful teaching and learning as well as identify effective ways to incorporate this approach into their pedagogical practices.


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