Development of a serious digital game for learning ancient Greek and raising high school students' awareness of refugee-and immigration-related issues

Postgraduate Thesis uoadl:3216462 185 Read counter

Unit:
Κατεύθυνση Ψηφιακά Μέσα Επικοινωνίας και Περιβάλλοντα Αλληλεπίδρασης
Library of the Faculties of Political Science and Public Administration, Communication and Mass Media Studies, Turkish and Modern Asian Studies, Sociology
Deposit date:
2022-05-04
Year:
2022
Author:
Petropoulos Athanasios
Supervisors info:
Σωτήριος Κίργινας, Διδάκτωρ-Επιστημονικός συνεργάτης, Τμήμα Επικοινωνίας και ΜΜΕ, ΕΚΠΑ
Original Title:
Δημιουργία σοβαρού ψηφιακού παιχνιδιού για καλό σκοπό (serious game) για την εκμάθηση αρχαίων ελληνικών και την ευαισθητοποίηση μαθητών δευτεροβάθμιας εκπαίδευσης για το ζήτημα του προσφυγικού/μεταναστευτικού
Languages:
Greek
English
Translated title:
Development of a serious digital game for learning ancient Greek and raising high school students' awareness of refugee-and immigration-related issues
Summary:
The recent increase in the flow of refugees trying to escape war and
persecution on their way to Europe has led to a major humanitarian tragedy
worldwide. For many people, Greece is the entrance and passage to Europe
for a better future and thus welcomes hundreds of immigrants every day.
Taking occasion from the Festive Speech of Isocrates, who uttered the phrase
"those who participate in Greek education are called Greeks" and transferring
it to a fantastic ancient Greece comparing it with the Greece of 2021 and how
we treat people who come to the country as refugees and immigrants and
want to integrate into society trying first of all to learn the Greek language, it is
proposed to create a serious digital game for the linguistic and cultural
reception of refugees / immigrants. The target group of the game is the Greek
students and the goal is to raise their awareness on the refugee / immigration
issue. Players will play the role of refugees and immigrants and the game will
ask them, through dialogues in ancient Greek, to answer questions that show
a level of language proficiency. In fact, in order not to be just an educational
tool, but a complete serious game with all the features of these games (serious
games), it will have behind the dialogues a complete travel story made by the
refugee / immigrant to reach the country that hosts and thus will raise the
awareness of children who play to respect and honor these strangers.
The research was conducted on 2nd high school students and investigated the
gaming experience as well as the learning outcomes. In terms of experience,
the ways in which games help in participatory processes were analyzed, the
experience of use, their use in the field of communication and education in the
context of today's Greece and the emotions that emerged from the whole
process. Regarding the learning outcomes, the students' familiarity with ancient
Greek was researched. These results were measured and evaluated through
questionnaires, interviews, performance measurement with initial and final
evaluation.
Main subject category:
Social, Political and Economic sciences
Other subject categories:
Technology - Computer science
Keywords:
Serious digital game, gamification, ancient greeks, refugee/immigrant
Index:
Yes
Number of index pages:
3
Contains images:
Yes
Number of references:
48
Number of pages:
98
Διπλωματική εργσία (2).pdf (2 MB) Open in new window