Warning: PHP Startup: A session is active. You cannot change the session module's ini settings at this time in /ojs-3.3.0-14/ojs/lib/pkp/classes/session/SessionManager.inc.php on line 71

Warning: Cannot modify header information - headers already sent by (output started at /ojs-3.3.0-14/ojs/lib/pkp/classes/session/SessionManager.inc.php:71) in /ojs-3.3.0-14/ojs/lib/pkp/classes/template/PKPTemplateManager.inc.php on line 1185

Warning: Cannot modify header information - headers already sent by (output started at /ojs-3.3.0-14/ojs/lib/pkp/classes/session/SessionManager.inc.php:71) in /ojs-3.3.0-14/ojs/lib/pkp/classes/template/PKPTemplateManager.inc.php on line 1186

Warning: Cannot modify header information - headers already sent by (output started at /ojs-3.3.0-14/ojs/lib/pkp/classes/session/SessionManager.inc.php:71) in /ojs-3.3.0-14/ojs/lib/pkp/classes/template/PKPTemplateManager.inc.php on line 1189
Edutainment https://www.ogrodynauk.pl/index.php/EDUT en-US CC-BY-SA ewa.jurczyk-romanowska@uwr.edu.pl (Ewa) aleksander.kobylarek@gmail.com (Aleksander Kobylarek) Sun, 22 Oct 2017 19:53:16 +0200 OJS 3.3.0.14 http://blogs.law.harvard.edu/tech/rss 60 Homo technicus - a man in the information society https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.11.19 The rapid development of new technology implies changes in human lives. More and more aspects of human life are moving into the internet space. The internet is a new place to be a person which can implicate a new identity and personality. Therefore, the aim of this article is show theoretical considerations on the impact of the information society on human life. The first part of the article includes typologies of people in the information society distinguished by Manuel Castells and Jerzy Mikułowski Pomorski - differences and similarities of both typologies are shown. Next, characteristics of the information society are presented and the impact of the new reality on human identity. It should be noted that new types of human identity influence many factors which are important to construct a new type of communication, network culture (new language, habits, new values etc). Based on this I have tried to describe the complicated situation of man – <em>homo technicus</em>. Moreover, elements important to function in the information society like: attitudes, abilities and level of involvement in the information society are distinguished. Thereby, were presented factors of participation <em>homo technicus</em> in a modern society. Aleksandra Marcinkiewicz-Wilk Copyright (c) 2017 Edutainment https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.11.19 Sun, 22 Oct 2017 00:00:00 +0200 Trends in Digital Education https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.1.21.31 <p>One of the biggest trends in Learning Management System is gamification that engages users in solving problems. Open source allows for reduced set-up costs and easy customization of software. The social networks boom is based on the frequent use of e-portals and information sharing. Blended programs integrate various learning interventions such as classroom sessions, webinars, self-study, coaching, assessments, and social learning. The adaptive learning through a diagnostic, role selector, and other tools can ensure a targeted experience.</p><p>The growing number of Massive Open Online Courses (MOOC) is seen in the growing business interest of this kind of scientific activity. The open badge structure collaborates with MOOCs and permits achievement skills which may help with future careers and education. API (Application Programming Interface) integration is the allowance and processes to give programs access to connect and communicate with other programs. All the abovementioned technology immersed society needs tools for analyzing the increasing quantities of data to improve student learning and to enhance academic operation in more and more personalized learning.</p> Andrzej Postawa Copyright (c) 2017 Andrzej Postawa https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.1.21.31 Sun, 22 Oct 2017 00:00:00 +0200 Popularisation of traditional children's games through information-communication technology in contemporary education https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.33.44 Traditional children’s games represent an important area within pedagogical culture and tradition of every ethnic group. The opportunities for popularisation of traditional children’s games in contemporary educational systems through information-communication technology are elaborated in this paper. In doing so, two main aims of this process are emphasised. The first aim is related to opportunities of digitalisation and virtualisation of various traditional children’s games into educational computer programs and applications. The second aim, without which the first would not be sufficient, is related to motivating and encouraging children for “transmission” of traditional games from virtual world into real life. It would include different children’s activities, after introducing traditional games through specially created computer programs, making of real props and organisation of these games in the real world, in a natural environment within free activities in school and some subjects such as: Physical Education, History, Nature and Society, Practical and Handicrafts. Adnan Tufekčić Copyright (c) 2017 Adnan Tufekčić https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.33.44 Sun, 22 Oct 2017 00:00:00 +0200 New media in the classroom from the perspective of transactional analysis https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.45.52 <p>In recent years new media have contributed to considerable changes in everyday life of the modern man. The reality created by them has become an integral and inseparable part of the world around us. Obviously, such changes also concern the classroom reality, which can be observed and analysed in various areas. One of them involves employment of the latest technologies in the teaching process. Another is related to issues associated with administrative procedures and communication of the school with the local community and parents. There is also one more area connected with a permanent presence of the cyberspace in the school reality, which is perceived from the perspective of changes in relationships and emergence of completely new, previously unobservable relationships that occur between the subjects of the educational process and new media that are present in the school environment. This last issue seems to be most interesting.</p>The present article shows how the theory of transactional analysis can be used to examine, describe and evaluate the relationships mentioned above. Additionally, the author indicates the possibility of employing the existing, ready to use research tools and mentions studies that are being conducted at present and which use transactional analysis in empirical initiatives connected with human relationships with the computer. Zbigniew Łęski Copyright (c) 2017 Zbigniew Łęski https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.45.52 Sun, 22 Oct 2017 00:00:00 +0200 Teaching Metaverse. What and how to (not) teach using the medium of virtual reality https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.53.59 Virtual Reality (VR) in education is a frequently discussed topic in many academic papers. Yet there is strong controversy around the extent to which it is possible to use this new medium in order to meet educational goals. Marshal McLuhan once said that “Our Age of Anxiety is, in great part, the result of trying to do today’s jobs with yesterday’s tools and yesterday's concepts” (McLuhan, &amp; Fiore, 1967, pp. 8-9). On the contrary - we believe that in the case of virtual reality this anxiety is, in great part, the result of trying to achieve old linear goals in a new environment and that we need to re-evaluate the purpose of using the virtual reality platform to get more relevant results. In this paper we will try to shortly introduce the most used VR platform called Second Life and also examine attempts at using it for education purposes by pinpointing some issues that affected its adoption by students and teachers. Michal Kabát Copyright (c) 2017 Michal Kabát https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.53.59 Sun, 22 Oct 2017 00:00:00 +0200 The use of games and ICT in education of children with special needs https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.101.107 <p>One of the most adapted tools of inclusive education is game, it facilitates the integration of a child with special needs into the community of normal children, at the same time it helps children to interact with peers who have developmental problems.</p><p>The Pedagogic Potential of Game includes some game resources:<strong> </strong>socializing, developmental, diagnostic, didactic, psychotherapeutic, recreational and other resources. The use of games in inclusive education improves social competence and communication skills of children with special needs. In game playing, these children have more opportunities for social interaction with their healthy peers.</p><p>Solving the problems of inclusive education at some Russian schools teachers use the following computer game programs: <em>World Outside Your Window, Games for Tigra, Sunny Castle</em> logopaedic simulator <em>Delfa-142</em>.</p>The use of computer gaming technology in the educational process of the inclusive school facilitates the assimilation of children with special needs educational content subjects. Elena Reprintceva Copyright (c) 2017 Elena Reprintceva https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.101.107 Sun, 22 Oct 2017 00:00:00 +0200 The gamification of writing support in non-Anglophone contexts: a practice model using the characteristics of video game design https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.109.114 Writing support facilities are becoming commonplace at English-medium universities globally. However, writing support units located outside of English-speaking contexts are for the most part perceived by some international students as centres for English language remediation and exist to serve the needs of students who are academically challenged. It is therefore a writing support tutor’s mission to encourage students to view writing support as support for <em>all </em>students, as would be the case in an English-speaking context where these facilities are considered an integral part of colleges and universities. This report encourages the use of video game design characteristics by writing support tutors to introduce students to the writing process and highlights issues that writing tutors in non-Anglophone contexts should be aware of when advertising the services of the writing support facility and in face-to-face discussions with individual students. The proposed practice model should be viable for use at similar institutions of higher education located within and outside of English-speaking contexts. Shaana A. Aljoe Copyright (c) 2017 Shaana A. Aljoe https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.109.114 Sun, 22 Oct 2017 00:00:00 +0200 The development and implementation of a language learning activity: the Dalya game https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.115.125 <p>According to Michael Parmentier (2004, p. 929), the scope of comprehension of the game concept is wide and quite undefined. Currently, game is one of the most debated issues in the educational science. Undoubtedly, there are many techniques which motivate students to learn throughout their academic lives. One of these techniques is the game. Game is one of the techniques that teachers successfully employ in active teaching. The purpose of this study is to explain, how the Dalya game was converted into an educational game and how it can be used in elective German courses effectively. In the villages of Anatolia, the Dalya game is generally played with a ball made of cloth and with 7 earthenware pots or tiles, in other words with 7 flat stones. Today the traditional Dalya game is played in the slum areas. It is possible to play this game in gymnasiums where the floors are dry and clean. The students play this traditional game to make good use of their leisure time. However, there is a possibility to update this game in respect to didactics and use it in teaching/learning a foreign language.</p> Hasan Coşkun Copyright (c) 2017 Hasan Coşkun https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.115.125 Sun, 22 Oct 2017 00:00:00 +0200 Learning mathematics through games in primary school: an applicative path https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.127.133 <em>In this work interesting results of current research about the importance of games use for learning mathematics in primary school are introduced. This process constitutes a meaningful basis for connecting the happy experience of game with the natural intuitive and scholastic mathematics during the primary school period. The application of such techniques finds a natural place in the mathematics laboratory, where children have the opportunity to live a practical approach for better understanding and using the formal one. Through games it is possible to help the crossing from early elementary operational levels to a more advanced forms of thought. In conclusion examples of games involving mathematics for all years of primary school will be also given.</em> Paolo Di Sia Copyright (c) 2017 Paolo Di Sia https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.127.133 Sun, 22 Oct 2017 00:00:00 +0200 Learning through play – the educational reflection following compensatory activities conducted in primary grades 1-3 using PUS blocks https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.135.144 Learning is an inseparable element of life accompanying every person in knowing the world. It can occur in various events, planned and spontaneous situations. In the school environment learning is mostly formalized into didactic classes, workshops, the development of skills, clubs etc. In the school year 2012/2013 I conducted workshops for children in one of the public elementary schools in Wroclaw with the use of PUS bricks. Children from the first, second and third classes took part in them. I conducted my research in the qualitative interpretative paradigm. I used the research in action method. I described my conclusions arising from participatory observation, which I conducted in the group researching the engagement of children, their interest in the topics covered as well as the attitude of parents toward the workshops. Play, well guided by the teacher with the PUS educational bricks positively affects the development of students. It stimulates thinking, increases self-reliability and activity during the didactic process. Ewelina Piecuch Copyright (c) 2017 Ewelina Piecuch https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.135.144 Sun, 22 Oct 2017 00:00:00 +0200 “Distance and Avatar” – selected elements of computer-mediated communication (CMC) and the reception of self-presentation contents https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.63.71 <p>The research pertains to the relevance of selected features of CMC to the reception of self-presentation contents. I checked whether the place of residence (distance) between the sender the recipient of self-presentation can change the attractiveness of a self-presentation. The second hypothesis pertains to the influence of avatars on self-presentation. I assumed that a negative avatar can decrease the attractiveness of self-presentation, and a positive one can increase it. The avatars and the names of towns and cities were randomly allotted to the persons who would present them. That is why, in theory, they were to have no bearing on what the persons would say about themselves. 10 presentations by persons applying for a job were used.</p><p>Each self-presentation was analysed with the use of the ANOVA model. In the case of half of the self-presentations the hypotheses were confirmed – small distance increased the attractiveness of the self-presentations, and a negative avatar decreased it.</p>The research has provided a number of conclusions as to its technical aspect. I treat these conclusions as preparation for broader research in which I am going to examine the relevance of five features of CMC to the attractiveness of self-presentation. Even at the present stage I can state that such research requires a thorough experimental plan both in its factual and technical aspect. Luba Jakubowska Copyright (c) 2017 Luba Jakubowska https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.63.71 Sun, 22 Oct 2017 00:00:00 +0200 Positive effects of game-based learning on student project work in higher education https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.73.78 <p>The aim of this paper is to discuss the correlation between using gaming techniques and improvement of critical thinking and team work skills. Game-based learning has not been extensively used in higher education despite current literature that implies that game-based learning enhances better understating of theoretical concepts and practice. My course on <em>Leadership and team development in art management </em>combines task -oriented learning, active learning strategies and game-based learning to help students of art management to develop critical thinking and team work skills. Apart from the theoretical frame of the course students are required to complete an art project working as a team throughout the semester. Playing the game <em>Six thinking hats</em> students think “outside of the box” which enhances self-awareness</p>and team interaction. In this research, the focus group discussion, observation technique, field notes and personal reflections were used. Positive research findings are significant for innovating teaching and learning in higher education classes. Sanja Petričić Copyright (c) 2017 Sanja Petričić https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.73.78 Sun, 22 Oct 2017 00:00:00 +0200 The influence of computer games on second language acquisition https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.79.86 Nowadays, computer games are considered an integral part of most of teenagers’ lives. Young people spend a great amount of their free time on computer games; therefore, there has risen a question, how can the English language teachers gain advantage from this phenomenon. The aim of this study is to find out how far computer games are considered useful in second language acquisition by young learners. I would like to know which types of computer games are the most educational for teenagers. In order to investigate this matter, I conducted a survey among young learners. The survey examined 102 students who play computer games or they used to play them in the past. In the questionnaire, I asked them ten questions about computer games and their influence on second language learning; for example, what kind of games they consider the most educational. Secondly, I inquired, which language skills do they practice the most while playing computer games; vocabulary, pronunciation, or others. The results from my survey, could be a useful tool for English language teachers. They may enrich their lessons with some elements of computer games’ vocabulary or grammar structures. Małgorzata Serafin Copyright (c) 2017 Małgorzata Serafin https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.79.86 Sun, 22 Oct 2017 00:00:00 +0200 A different cultural education. The use of location-based games in academic education https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.87.97 The paper discusses results of a study conducted as a part of the <em>Kulturalny Wrocław </em>[<em>Cultural Wroclaw</em>] academic project. The aim of the project was to bridge cultural education and education with the use of ICT in the field of academic education. Students of the University of Wroclaw played a specially created location-based game and they evaluated its educational value through questionnaires and focus interviews. They evaluated location-based game as an effective, attractive and valuable method of education, although difficult to organise and dependent on the weather. Participation in the game increased their positive evaluation of the game in comparison to evaluation before playing the game. Ewa Jurczyk-Romanowska, Jacek Gulanowski Copyright (c) 2017 Ewa Jurczyk-Romanowska, Jacek Gulanowski https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.87.97 Sun, 22 Oct 2017 00:00:00 +0200 Racism in public discourse in Poland. A preliminary analysis https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.147.161 During the last decade, representations of black people<a title="" href="file:///I:/02_Eutainment/01_Czasopismo/Sk%C5%82ad/2017.01.11_do%20%C5%82amania/posz%C5%82o%20do%20%C5%82amania/Edu2016-15_Ohia_2017.01.11_GOTOWE.doc#_ftn1">[1]</a> in the Polish media have increased significantly. In this paper, I describe and analyze a set of linguistic mechanisms for portraying black people in the Polish media. My central case for analysis involves two media stories that took place in Poland between 2007-2010 involving two men, one black and one white, both of whom were diagnosed as HIV-positive. Simon transmitted the disease to a series of his female partners and reporting on the case consistently highlighted issues to do with his immigration status, culture, crime, violence and sexual abuse. This set of issues was not raised in media coverage of Wieslaw, a white man who was also HIV-positive. The data for the analysis are drawn from a corpus of newspaper articles of the Polish newspapers: <em>Gazeta Wyborcza</em> and <em>Rzeczpospolita</em>. Based on the qualitative methods of discourse analysis, I will attempt to elicit some discursive ways of representing the black character, a member of the out-group, in comparison to the white in-group perpetrator.<div><br clear="all" /><hr align="left" size="1" width="33%" /><div><p><a title="" href="file:///I:/02_Eutainment/01_Czasopismo/Sk%C5%82ad/2017.01.11_do%20%C5%82amania/posz%C5%82o%20do%20%C5%82amania/Edu2016-15_Ohia_2017.01.11_GOTOWE.doc#_ftnref1">[1]</a> In this paper the term “black people” will refer to “Africans” or people of African origin (Poles of African origin or mixed heritage). </p></div></div> Margaret Amaka Ohia Copyright (c) 2017 Margaret Amaka Ohia https://www.ogrodynauk.pl/index.php/EDUT/article/view/10.15503.edut.2016.1.147.161 Sun, 22 Oct 2017 00:00:00 +0200