Search results for "role-play"
showing 10 items of 15 documents
Integrating the Real and Virtual World for Academic Language Education in Second Life
2013
This chapter focuses on a Second Language Acquisition (SLA) study conducted in virtual worlds that could help teachers in terms of knowledge about acquisition processes, in which technology is integration between formal and non formal education. The research comprises of two studies strongly focused on the development of Italian oral language proficiency. It was held within Second Life® (SL™)1 in order to explore the affordances of public spaces to enhance Intercultural Communicative Competence (ICC)2 and to stimulate the oral production through learner’s engagement. Since 2007, a new pilot project, Café Italia, was developed by Carmela Dell’Aria (aka Misy Ferraris) in Second Life®. Startin…
‘Whose were those feelings?’ : Affect and likenessing in Halat hisar live action role-playing game
2021
Halat hisar was a live action role-playing game (larp) organized in Finland in 2016. Halat hisar’s ambition as a larp was to mirror the current situation in Palestine. In larps, participants take on different roles and improvise without the presence of an audience. Larps offer a place where emotions and affectivities are transmitted through the embodiment of characters. Larps offer forms of likenessing, which create new affective states for the players. We conclude that larps can be powerful tools for portraying political alternatives of actual events, and they can serve a role in raising awareness. Larps offer a productive context for studying subjectivities where the focus is on affectiv…
Injustice in the Ruins and a Disordered Post-Apocalypse: Gothic Ideology in the Digital Game World of Fallout 3
2020
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in …
Tabletop Role-Playing Games
2018
Aproximación holística versus aproximación comunicativa en la evaluación de la producción oral en inglés
2014
El propósito de este artículo es mostrar el rendimiento comunicativo en las simulaciones en inglés en dos grupos contrastivos: estudiantes adiestrados en enseñanza integrativa en contraste con los que están siguiendo un curso de enfoque comunicativo. La evaluación de la producción oral mediante una aproximación por tareas a las actividades de simulación muestra que, aunque los estudiantes siguiendo el método comunicativo dominan mejor tales técnicas, los estudiantes del método integrativo son más aventajados en el dominio de la gramática. Sin embargo, la nota media de los alumnos del método integral no se encuentra demasiado alejada de la de los que han seguido el método comunicativo. La ra…
REDU : revista de docencia universitaria
2009
[ES] En este artículo se recoge una experiencia que se está diseñando para la asignatura de Sistema Financiero que consistente en diseñar un juego de rol (un juego de simulación) como recurso formativo y gestionarlo a través de Google-Docs, con el objetivo de que el alumno sea capaz de comprender el funcionamiento básico de la negociación en un mercado bursátil. El juego de rol consiste en: diseñar un sistema de juego que establezca las reglas de negociación y determinar los factores aleatorios que pueden afectar positiva o negativamente al valor de las acciones; formar un grupo de alumnos que asuma el papel de Sociedad Rectora y varios grupos que asuman el papel de dealers con el objetivo …
Collaborative argumentation through role-play by students on a degree programme in social services
2019
The aim of this study was to investigate the nature of collaborative argumentation by students enrolled in a degree program in social services. Students (n = 29) in a University of Applied Sciences participated in role-play discussions and problem solving on adolescents’ substance abuse. The discussions were conducted either online (15 students) or face-to-face (14 students). The data comprise the students’ asynchronous online and face-to-face discussions, which were analysed by identifying discussion fragments relevant in collaborative argumentation, and by comparing the results of the two groups. The results showed that the face-to-face discussions were more collaborative than the online …
Real-time hermeneutics : meaning-making in ludonarrative digital games
2015
Aktivitāšu izstrāde nozares angļu valodas apguvei
2019
Lai saglabātu konkurētspēju savā jomā, profesionāļiem ir jāattīsta jomai atbilstošu angļu valodas zināšanu apguve, bet aizvien pieaugošais pieprasījums pēc nozaru angļu valodas apmācībām rada pieprasījumu arī pēc kompetentiem pasniedzējiem un mācību materiāla izstrādātājiem. Šis darbs tika izstrādāts ar mērķi pētīt nozaru angļu valodas mācību materiālu izveides procesu, kā arī, apmācot studentus, radīt oriģinālu mācību materiālu konkrētai Finanšu menedžmenta programmas studentu grupai. Lai izveidotu šo materiālu, tika iegūti kvalitatīvie dati, analizējot nodarbību laikā novērotos procesus. Jaunizveidotais materiāls tika veiksmīgi izmantots praksē.
Defining Role-Playing Games as Language-Games
2011
Role-playing games are a diverse phenomenon, ranging from digital games to live action role-playing. Finding a definition that suits them all is hard, but attempts have been many. All of the definitions emphasize some aspects of role-playing games like rules, the role of players or the story. Many definitions do not describe role-playing games as such, but the activity that is role-playing. This paper looks at one of the latest attempts to define role-playing games, by Hitchens and Drachen (2009), and shows some potential problems with it. As an answer to these problems another definition is proposed, consisting of a game world, participants, shared narrative power and interaction. This def…