ROLE PLAYING GAMES IS A USEFUL TOOL TO LEARN AND TEACH CURRENT LEGAL REGULATION AND BIOSAFETY OF BIOTECHNOLOGY TO UNDERGRADUATE STUDENTS

Author(s):  
Jose Maria Becerril ◽  
I. Beguiristain ◽  
D. Docampo ◽  
A. Galarza ◽  
L. Gandarias-Albaina ◽  
...  
2021 ◽  
Vol 13 (19) ◽  
pp. 10491
Author(s):  
Changhao Liu ◽  
Raymond Côté

Industrial ecology (IE) education is a topic that has received attention in institutions of higher education throughout the world. Some universities have been teaching and researching IE for the past 20 years but its scope is still being defined. There is a need to catalog and exchange experiences of IE teaching and their results. Based on a literature review, this paper aims to provide a framework composed of content and strategies for IE teaching. This framework is tested in teaching IE as a general education course for undergraduate students at Beijing Institute of Technology (BIT). The methodology applied in this paper is of a descriptive and empirical nature and thus this paper focuses on a practice-oriented perspective in describing the experience of BIT. A range of different strategies, including lectures, group discussions, case studies, role playing games, oral presentations, evaluation, and student feedback have been incorporated in the course. The results show that the course received a highly positive evaluation by the participating students. Students were impressed by IE’s characteristics of interdisciplinarity, ways of thinking, and practical value. Additionally, the course appears to influence students’ values, attitudes, and behavioral intentions. The paper concludes with some thoughts on ways of improving IE education in the future.


Author(s):  
Nicola Lettieri ◽  
Ernesto Fabiani ◽  
Antonella Tartaglia Polcini ◽  
Rosario De Chiara ◽  
Vittorio Scarano

Over the last years, despite few exceptions, legal education has dropped behind in the use of digital game-based learning methods. Law schools essentially still resort to traditional lectures even though there are evidences that computer gaming simulations can represent an effective practice for both teaching theoretical concepts of law and for training students in acquiring legal skills. This chapter presents a research that is aimed at developing/trying out a new method for legal education based on the use of SGs. Simulex, a learning environment for the creation of on line role playing games simulating trials, will be presented. The main focus of the chapter will be on the analysis of the specific needs of legal education and on describing how these needs have been matched by the development of the project, from the design to the testing phase. Some user testing has been carried out in the specific case of an experimental class of civil procedure law, for undergraduate students. The second part of the work will describe the results of the testing from a didactical, methodological, and technical point of view, also sketching future developments of the experimentation.


2015 ◽  
Vol 24 (2) ◽  
pp. 600-608 ◽  
Author(s):  
Amanda Nathale Soares ◽  
Maria Flávia Gazzinelli ◽  
Vânia de Souza ◽  
Lucas Henrique Lobato Araújo

This is an experience report on the creation of a Role Playing Game used as a pedagogical strategy for promoting the development of autonomy and critical-reflexive thinking among undergraduate students of Nursing during their training. The game's creation took place in the School of Nursing of the Federal University of Minas Gerais, between November 2011 - March 2012, involving four stages: definition of the game design; creation of the game's prototype; and evaluation of the game's dynamic by players of Role Playing Games; and preparation of the 'masters'. The game was created with the aim of providing the students of the Nursing Course with metaphorical experience of problem-situations corresponding to the main scenarios of professional activity. It is believed that the game prepared constitutes a pedagogical strategy in which the students engage and become involved in their process of thinking, of elaborating new meanings, of knowing and of acting.


2020 ◽  
Vol 1 (1) ◽  
pp. 28-33
Author(s):  
Iu. V. Amelina ◽  
R. V. Amelin

The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main interaction, plot development and group activities occur in dialogs, conversations and groups of social networks. This approach has shown its viability in teaching legal disciplines, and also has prospects for use in IT education.


1970 ◽  
Vol 8 (1) ◽  
pp. 165-172
Author(s):  
Оксана Воронкевич

У   статті   актуалізовано   проблему   поширеності   шкільного   насильства   у   середовищі   учнів  початкових класів. Особлива увага звертається на необхідність діалогічної взаємодії учасників освітнього  процесу як необхідної умови попередження насилля у школі.  Опираючись на результати власного дослідницького пошуку, автор пропонує варіант програми  психологічної профілактики шкільного насильства вчителів стосовно учнів. Дана програма спрямована на  формування  у  педагогів  навичок  глибинного  самопізнання  й  пізнання  дітей,  апробування  нових  форм  поведінки та базується на ідеї діалогізації педагогічної взаємодії, оскільки важливо налагодити суб’єкт- суб’єктну взаємодію учня та вчителя й не використовувати монологічну модель спілкування. Наголошено,  що педагоги повинні стимулювати будь-які прояви суб’єктної активності дітей, що сприяють виробленню  у них адекватної оцінки себе та свого оточення, розвитку здатності до самовизначення. Відзначено, що  для   діалогічного   освітнього   середовища   характерними   є   такі   властивості,   як   різноманітність,  динамічність, напруженість, достатність, кожна з яких сприяє високій ефективності освітньої взаємодії,  здійснює істотний вплив на розвиток особистості. Під час занять використано різні тренінгові методи:  рольові ігри, міні-лекції, мозковий штурм, обговорення в загальному колі тощо. Разом із тим поширено  інформацію з актуальних для педагогів питань спілкування з дитиною без агресії, злості та конфлікту.  Представлено  результати  успішної  апробації  програми  психологічної  профілактики  шкільного  насильства  з  боку  вчителів,  що проявилися в розумінні важливості толерантного ставлення до учнів,  набутті практичних умінь відчувати психологічний стан іншої людини та адекватно реагувати на нього,  виявляти доброзичливість, прихильність до школярів та надавати їм необхідну допомогу.  The article actualizes the problem of the prevalence of school violence among elementary school pupils.  Special attention is drawn to the need for dialogical interaction of participants in the educational process as a  necessary condition for preventing violence in school.  Relying on the results of his own research, the author suggests a variant of school violence psychological  prevention program of teachers in relation to pupils. This program is aimed at educating the students the skills of  deep self-cognition and cognition of children, testing new forms of behavior and is based on the idea of pedagogical  interaction dialogization, since it is important to establish subject-subject interaction between the pupil and the  teacher and not use the monologue model of communication. It is highlighted that teachers should stimulate any  manifestation of children's subject activity, which helps to develop an adequate assessment of themselves and their  environment, development of self-determination ability. It is noted that a dialogical educational environment is  characterized by such attributes as diversity, dynamism, intensity, sufficiency, each of them contributes to the high  effectiveness of educational interaction, have a significant impact on the development of personality. During the  classes various training methods were used: role-playing games, mini-lectures, brainstorming, discussions in the  general circle, etc. At the same time, information on relevant for teachers issues about communicating with a child  without aggression, anger and conflict is propagated.  Was presented results of successful approbation of the school violence psychological prevention program  from teacher’s part, manifested in the understanding importance of the tolerant attitude towards pupils, acquiring  practical skills of feeling the another’s person psychological state and react adequately to it, showing benevolence,  adherence to schoolchildren and providing them the necessary assistance. 


Temática ◽  
2018 ◽  
Vol 14 (3) ◽  
Author(s):  
Naiade Caparelli

O crescente desenvolvimento tecnológico tem transformado as diversas mídias do cotidiano. As mídias analógicas ganharam suas versões digitais e, junto com essa transformação, as características presentes nos primeiros meios também têm se reconfigurado para o digital, mostrando uma possível relação entre as novas e velhas mídias. O mesmo acontece com os jogos, em que os modelos analógicos constantemente influenciam as novas versões. Desta forma o presente artigo tem como objetivo entender como os livros-jogos analógicos se relacionam com os Role-playing games eletrônicos. Para compreender como ocorreu essa relação, foi necessário realizarmos uma comparação entre as diferentes modalidades de épocas distintas. Através desta pesquisa, foi possível demonstrar não somente a relação mútua dos livros-jogos com o RPG eletrônico atual, como também, de forma geral, entender como as novas mídias se apropriam de recursos de outros meios.Palavras-chave: Livros-jogos. RPG. Videogames.


2010 ◽  
Vol 39 ◽  
pp. 436-440
Author(s):  
Zhi Ming Qu

In recent years, much research has been devoted to the refinement of IPv6; on the other hand, few have investigated the confusing unification of interrupts and Internet QoS. In this position paper, it demonstrates the emulation of interrupts. In order to overcome this quagmire, a novel system is presented for the intuitive unification of expert systems and massive multiplayer online role-playing games. It is concluded that erasure coding can be verified to make heterogeneous, interposable, and event-driven, which is proved to be applicable.


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