GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multi...GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multilinguai approach (CLIL compliance) and interactive activities in classrooms. This educational game uses students' personal tablets and smartphones to interact with the game, with a system more comprehensible and funny for young people compared to traditional methodologies. Students are bringing "in situation" by the adventure, so teachers can get a rigorous assessment of their skills. The Game includes several adventure paths, suitable for different age students. They are focused on scientific topics, humanities, hands-on activities in interdisciplinary way. If used conditions do not allow practical or laboratorial activities provided by the game, players can see some videos to understand the activities. Experimental results were outstanding: the RPG appreciation is in agreement with the experiments outcome. This work experience gets excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of results achieving.展开更多
In the development of human civilization, plant has been closely attached to human beings, and also been endowed with rich cultural imagery. However, ascribed to the differences between Chinese and English cultures, p...In the development of human civilization, plant has been closely attached to human beings, and also been endowed with rich cultural imagery. However, ascribed to the differences between Chinese and English cultures, plant of the same kind exhibits similar, distinct or vacant characteristics. This paper adopts comparison method so as to compare and to analyze the differences and similarities of cultural connotation contained in plant emerging in Treasure Island (a representative of western adventure literature) and The Swordsman (a representative of Chinese martial arts literature) and roles plant plays in a certain chapter, or the whole story. The literature study presents a general knowledge of research theories in this field and cultural background. Moreover, the induction method integrates and summarizes the prior analyses and researches. Reasons underlying those cultural differences are also expounded, including legend and folklore, literature works and convention and custom. The conclusion is that analyzing the cultural connotation of plant is of significance for understanding the corresponding cultural differences as well as appreciating adventure and martial arts literature.展开更多
This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject...This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject, just like the autobiographical novel, which gives information about the writer. We would therefore have the presages of a self-writing in the creation, naming and storytelling of the avatar of a videogame player. From the example of a young player of the MMORPG (Massively Multiplayer Online Role Playing Games) networking game Dofus, who we met in consultation, we will see how his avatar "Deadlop" comes from parapraxis and enables the narration of his emotional intimacy. The unconscious elements that led to the creation of the pseudo enabled him to tell his story and grasp some unexplained facets of himself.展开更多
In this paper, we conduct research on the applications of case studies and role playing methods on the enterprise strategic management course teaching. Training is an important part of the enterprise human resources m...In this paper, we conduct research on the applications of case studies and role playing methods on the enterprise strategic management course teaching. Training is an important part of the enterprise human resources management. For enterprises is a kind of novel important human capital investment, as well as other capital investments, both benefits. Also be risky, because of the risks and benefits is coexistence, indivisible. To deal with the mentioned challenge, we combine the novel and state-of-the-art training methodology to maximize the effectiveness of the training process. In the article, we cast our new opinion together with the prospect for the future.展开更多
To date, only a handful of studies have investigated the interlocutor effects on peer-peer test discourse, and they focus almost exdusively on the paired format in the Cambridge speaking tests, which is mostly a discu...To date, only a handful of studies have investigated the interlocutor effects on peer-peer test discourse, and they focus almost exdusively on the paired format in the Cambridge speaking tests, which is mostly a discussion type collaborative task. In the oral English test administered by a Chinese university under the present study, role-play is a major test type. This study chose for analysis three out of over 100 video recordings of test takers participating in role- play-based interaction. The author adopted conversation analysis (CA) and Young's (2000) constructivist, practice-oriented view of interaction and competence to assist the interpretation of speech exchange throughout the interaction. It is evident from the data that learners make use of various interactional resources and employ different strategies in the assessment- based role play. It could be tentatively concluded from the conversation analysis of the paired interaction that the interaction framework together with the participants' strategic competence in negotiating their own interactional resources, to a great extent, determines their joint performance of the collaborative task. The configuration of pairing in terms of proficiency is found to have an impact on joint interaction performance and strategic use. The implications of the current study include: interactional competence could be more readily accessed via role play than discussion type of pair work; qualitative conversation analysis of test takers' actual practices can reveal what quantitative methods are unable to detect, and therefore is an indispensable complement.展开更多
文摘GeoQuest Project is the design of a new teaching and learning technology based on Computer Class Role Playing Games (RPG) to teach Earth Science in a STEAM educational approach. It ensures interdisciplinarity, multilinguai approach (CLIL compliance) and interactive activities in classrooms. This educational game uses students' personal tablets and smartphones to interact with the game, with a system more comprehensible and funny for young people compared to traditional methodologies. Students are bringing "in situation" by the adventure, so teachers can get a rigorous assessment of their skills. The Game includes several adventure paths, suitable for different age students. They are focused on scientific topics, humanities, hands-on activities in interdisciplinary way. If used conditions do not allow practical or laboratorial activities provided by the game, players can see some videos to understand the activities. Experimental results were outstanding: the RPG appreciation is in agreement with the experiments outcome. This work experience gets excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of results achieving.
文摘In the development of human civilization, plant has been closely attached to human beings, and also been endowed with rich cultural imagery. However, ascribed to the differences between Chinese and English cultures, plant of the same kind exhibits similar, distinct or vacant characteristics. This paper adopts comparison method so as to compare and to analyze the differences and similarities of cultural connotation contained in plant emerging in Treasure Island (a representative of western adventure literature) and The Swordsman (a representative of Chinese martial arts literature) and roles plant plays in a certain chapter, or the whole story. The literature study presents a general knowledge of research theories in this field and cultural background. Moreover, the induction method integrates and summarizes the prior analyses and researches. Reasons underlying those cultural differences are also expounded, including legend and folklore, literature works and convention and custom. The conclusion is that analyzing the cultural connotation of plant is of significance for understanding the corresponding cultural differences as well as appreciating adventure and martial arts literature.
文摘This communication proposes to study some language processes, similar in literature and videogames: parapraxis and the choice of a pseudo. It will aim to show how the use of a word reveals the intimacy of the subject, just like the autobiographical novel, which gives information about the writer. We would therefore have the presages of a self-writing in the creation, naming and storytelling of the avatar of a videogame player. From the example of a young player of the MMORPG (Massively Multiplayer Online Role Playing Games) networking game Dofus, who we met in consultation, we will see how his avatar "Deadlop" comes from parapraxis and enables the narration of his emotional intimacy. The unconscious elements that led to the creation of the pseudo enabled him to tell his story and grasp some unexplained facets of himself.
文摘In this paper, we conduct research on the applications of case studies and role playing methods on the enterprise strategic management course teaching. Training is an important part of the enterprise human resources management. For enterprises is a kind of novel important human capital investment, as well as other capital investments, both benefits. Also be risky, because of the risks and benefits is coexistence, indivisible. To deal with the mentioned challenge, we combine the novel and state-of-the-art training methodology to maximize the effectiveness of the training process. In the article, we cast our new opinion together with the prospect for the future.
文摘To date, only a handful of studies have investigated the interlocutor effects on peer-peer test discourse, and they focus almost exdusively on the paired format in the Cambridge speaking tests, which is mostly a discussion type collaborative task. In the oral English test administered by a Chinese university under the present study, role-play is a major test type. This study chose for analysis three out of over 100 video recordings of test takers participating in role- play-based interaction. The author adopted conversation analysis (CA) and Young's (2000) constructivist, practice-oriented view of interaction and competence to assist the interpretation of speech exchange throughout the interaction. It is evident from the data that learners make use of various interactional resources and employ different strategies in the assessment- based role play. It could be tentatively concluded from the conversation analysis of the paired interaction that the interaction framework together with the participants' strategic competence in negotiating their own interactional resources, to a great extent, determines their joint performance of the collaborative task. The configuration of pairing in terms of proficiency is found to have an impact on joint interaction performance and strategic use. The implications of the current study include: interactional competence could be more readily accessed via role play than discussion type of pair work; qualitative conversation analysis of test takers' actual practices can reveal what quantitative methods are unable to detect, and therefore is an indispensable complement.