segunda-feira, 27 de outubro de 2014

Role Playing Games, Education and Computerized Games in Cyberculture

This article apresenta Uma Relação Entre RPG e Jogos computadorizados aplicados na Educação. O Diretor Objetivo E apresentar o Estado da arte e Pensamentos? Sobre sos assuntos. Por ISSO, algumas Teorias Educacionais that sustentam Estes Temas e Os principais Conceitos de Digitais e Jogos de RPG Como Estes estao Sendo Usados ​​HÁ Processo de ensino-aprendizagem apresentados Serao .


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Font: http://www.cin.ufpe.br/~jrpn/arquivos/5%BA%20Periodo/Metodologia/Listas/Flavia/historiapaper03.pdf


Cyberculture

The concept of culture is increasingly differentiating themselves with new technologies we create. We are currently experiencing cyberculture, but until you get that cultural training was six major eras of sociocultural formations: oral culture, writing, culture, print culture, mass culture, the culture of media and digital culture (or cyberculture). These ages are not replaced by new ones that have arisen, however, always incorporates the new part of the former becoming an evolved version. These new sociocultural environments arise because models transiting signs it, the types of messages and communication processes that occur form the thought and sensitivity of individuals that provide the creation of such environments. It is noteworthy that each time a culture gets under control the technique or the latest communications technology, then it is clear that culture is adaptive. 
To understand and know the cyberculture is necessary to understand the media culture, time period before digital culture. The media culture begins with the emergence of devices and equipment that allow the source of a culture and transient available, so the technologies and languages ​​designed for transitioning them have the particularity to provide individualized consumption, being opposed to the previous period, mass culture, which is characterized by the massive consumption. In the culture media of the audience becomes more selective, so choose the messages and increase the segmentation and the individual relationship transceiver. The media are physical channels where language is materialized. An example would be the email where the individual can send and receive messages selected. The media culture is characterized by a division between media while in cyberculture and digital culture there is a convergence of media. This junction is positive, as it stimulates a greater interaction of the receptor, which is influenced to become a content producer. Thus, cyberculture inaugurates phase individuals making collages eCut-up of information from digital technologies, increasing the emission of messages, and generating widespread connectivity due to the emergence of computers and the network. From then on, all are encouraged to produce, distribute, and reuse content, networks like Youtube (which integrates video and the internet, and allows the receiver to be a producer) or Wikipedia (where the producer is the receiver itself). 

Learn more about "Cyberculture" on the links below: 
https://www.youtube.com/watch?v=hCFXsKeIs0w 
https://www.grupoa.com.br/revista-patio/artigo/9258/a-cibercultura-na-educacao.aspx 
Source: http://creativityto.wordpress.com/2011/08/28/cibercultura/

Which the function of the blog?

The functions of the blog is to talk a little about cyberculture, Role Playing Game (RPG) and Games (educational) ...