A. Schmolz, K. Karpouzis, D. Pfeiffer, P. Koulouris |
Doing Social Inclusion - Aiming to Conquer Crisis through Game-Based Dialogues and Games |
Proceedings of Proceedings of the 11th European Conference on Game-Based Learning (pp. 554–561). |
ABSTRACT
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This paper explores game-based dialogues and games for enabling participation and furthering social inclusion in diverse educational settings and carves out aspects impacting this process. The data-base - documentation and initial interpretation of observations of reflective workshops - stems from the eCrisis-project (funded through means of the Erasmus+ program; in collaboration among Universities of Vienna, Malta and Athens). The project aims at tackling crisis across Europe arising from global uncertainties, financial crisis, the disruptions of social security and the partial inability of communities to cope with diversity (e.g. arrival of refugees and political provisions implied). The workshops entailed gaming sessions using two digital (Iconoscope and Village Voices, developed in earlier projects) and a couple of board games such as UNO and LUDO. These play-sessions were followed by a reflective debate. Diverse participants in different settings (such as classrooms and special events held at University) were invited to ˇsimply˘ play games. Participants were free to choose whether they preferred to play by themselves or with others, the type and kind of game and the duration of playing individually. These sessions with a focus on interaction patterns were observed by the project team and thereafter discussed among the participants. The number of participants spanned between 4 and 20, their ages from around 10 to 40. The participants were made up of pupils, students, refugees, persons with and without disabilities, teachers, etc. Initial findings show the violence of discursive practices such as belittlement in negotiating who plays with whom and according to which rules. These navigating processes will be described and analyzed. Initial ideas for the implementation of games in the context social inclusion will be introduced, along with plans to evaluate the outcome of this process on the students˘ level of understanding and their ability to handle and resolve conflict.
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19 March , 2017 |
A. Schmolz, K. Karpouzis, D. Pfeiffer, P. Koulouris, "Doing Social Inclusion - Aiming to Conquer Crisis through Game-Based Dialogues and Games", Proceedings of Proceedings of the 11th European Conference on Game-Based Learning (pp. 554–561). |
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