I just came across a Portuguese/ Brazil dissertation on RPGs and their 
use in education:
Vasques,  Rafael  Carneiro  :       As  potencialidades  do  RPG  
(Role  Playing  Game)  na        
educação escolar / Rafael Carneiro Vasques . 2008 .
https://www.academia.edu/6369978/As_potencialidades_do_RPG_Role_Playing_Game_na_Educacao_Escolar
It is a PDF of ca. 5 MB - if the download doesn't work for you, I can 
attach it to an email. Below is a copy of the abstract.
Jonas
~~~~
ABSTRACT
This  work  seeks  to  present  an  analysis  of  role-playing  games  
(RPGs)  from  the 
perspective  of  their  richness  as  didactical-pedagogical  
tools.  As  such, we  endeavor 
to  investigate  the  ongoing  research  regarding  these  games,  
as  it  is  carried  out  in 
Brazil,  in  order  to  achieve  a  better  understanding  of  the 
 methodology  that  has  been 
applied  to  the  study  of  this  brand-new  subject  of  science. 
Since  we  notice  a  trend  towards  marginalization  of  
role-playing  games  – an 
outlook  that  could  curtail  initiatives  regarding  the 
 application  of  RPGs  to  the  teaching-
learning  process – we  consider  it  necessary  to  demystify  
them;  therefore, pieces  of 
news  disclosed  by  the  media,  implying  a  connection  between  
RPGs,  crime  and 
magic  rituals,  are  analysed;  materials  issued  by  religious  
institutions  in  which  that 
connection  is  punctuated  are  scrutinized  as  well.  To  grasp  
this  uneasy  relationship 
between  role-playing  games  and  religion,  we  refer  to  Max  
Weber's  concept  of 
disenchantment of the world         , and  by  doing  so  we  infer  
the  association  of  RPGs  to 
scientific  thinking – an  enlightening  conclusion  that  has  
enabled  us  to  understand  the 
conflict  between  scientific  and  religious  thinking. 
Besides  discussing  these  preliminary  issues,  we  identify  in  
role-playing  games 
some  features  from  Michael  
Löwy  and  Robert Sayre's                 Romantic Anti-Capitalism, a
perspective  that  allowed  us  to  understand  certain  traits  of  
these  games,  traits  that 
enable  an  educative  experience  in  contradiction  with  the 
 semi-formation  offered  by 
Cultural  Industry,  by  proposing  an  action  grounded  in  the  
partakers'  Experience 
(         Erfahrung), instead  of  the  typical  commodities  of  the 
 Cultural  Industry  that  are  based 
in  the  viewers'  Lived Experience  (       Erlebnis).  
We  also  deal  with  one  of  the  subject's  particulars  we 
 consider  most  significant: 
that  role-players  might  cast  a  non-deterministic  look  upon  
the  history,  because  the 
tale  presents  itself  open  to  transformation,  and  it  is  a 
 collective  achievement  that 
denaturalizes  the  social  sphere.  
Finally,  we  advocate  the  possibility  of  imbuing  role-players 
 with  a  specific 
      habitus , one  that  spurs  them  to  actively  acquire  
reading  practice  and  cultural  capital. 
 
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