Počítačové Hry, Občanské Kompetence a Výchova K Občanství

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Počítačové Hry, Občanské Kompetence a Výchova K Občanství Jihočeská univerzita v Českých Budějovicích Pedagogická fakulta Katedra společenských věd Bakalářská práce Počítačové hry, občanské kompetence a výchova k občanství Vypracoval: Miloslav Žíla Vedoucí práce: Mgr. Marek Šebeš, Ph.D. České Budějovice 2018 Prohlášení Prohlašuji, že svoji bakalářskou práci jsem vypracoval samostatně pouze s použitím pramenů a literatury uvedených v seznamu citované literatury. Prohlašuji, že v souladu s § 47b zákona č. 111/1998 Sb. v platném znění souhlasím se zveřejněním své bakalářské práce, a to v nezkrácené podobě - v úpravě vzniklé vypuštěním vyznačených částí archivovaných Pedagogickou fakultou elektronickou cestou ve veřejně přístupné části databáze STAG provozované Jihočeskou univerzitou v Českých Budějovicích na jejích internetových stránkách, a to se zachováním mého autorského práva k odevzdanému textu této kvalifikační práce. Souhlasím dále s tím, aby toutéž elektronickou cestou byly v souladu s uvedeným ustanovením zákona č. 111/1998 Sb. zveřejněny posudky školitele a oponentů práce i záznam o průběhu a výsledku obhajoby kvalifikační práce. Rovněž souhlasím s porovnáním textu mé kvalifikační práce s databází kvalifikačních prací Theses.cz provozovanou Národním registrem vysokoškolských kvalifikačních prací a systémem na odhalování plagiátů. V Mutěnicích, dne 22. 4. 2018 Miloslav Žíla 1 Poděkování Rád bych poděkoval panu Mgr. Marku Šebešovi, Ph.D. za jeho odborné vedení mé bakalářské práce, trpělivost, cenné rady a věcné připomínky k obsahové stránce. 2 Anotace Hraní videoher se stává stále populárnější aktivitou mladých generací. Mnohokrát již byla diskutována potenciální škodlivost těchto her, ale dosud bylo jen málo řečeno o jejich roli v procesu učení. Cílem této práce je zmapovat situaci na poli her a pokusit se přiblížit možné využití videoher ve výchově k občanství. První část práce se zaměřuje na samotné videohry: zkoumá zdroje jejich popularity, představuje jejich typologie a stručnou historii. Druhá část práce se věnuje hráčské komunitě a občansky vzdělávacím aspektům her. Autor se zde zaměřuje na to, jak spolu hráči jednají, zda dokáží spolupracovat a vzájemně komunikovat jak ve hře, tak mimo ní, přibližuje také žádoucí kompetence, které mohou hry buď podporovat, nebo přímo dítě naučit. Ve třetí části je pojednáváno o konkrétním využití her jako možné pomůcky při výuce. Klíčová slova: počítačové hry, videohry, vzdělání, výchova k občanství Annotation Playing games becomes more and more popular among young generations. Potential noxiousness of these games was discussed many times in the past but very few words were told about their role in learning process. The aim of this thesis is to map the situation in the field of games and to recognize possible utilization of video games in civic education process. First part of the thesis focuses on video games as a whole: it studies the sources of their popularity, introduces their typology and brief history. Second part considers gaming community and educational aspects of games. Author focuses on the interaction between gamers, if they can cooperate and communicate both in game and face to face. He also recognizes competences that can be supported or even taught by gameplay. Specific use of video games as a learning tool is then discussed in the third part. Keywords: computer games, video games, education, civics 3 Obsah Úvod ................................................................................................................................................................. 5 1 Historický vývoj her ................................................................................................................................... 7 1.1 Hra a její původ ................................................................................................................................ 7 1.2 Deskové hry: .................................................................................................................................... 8 1.3 Videohry: ......................................................................................................................................... 9 1.3.1 Počátky ...................................................................................................................................... 10 1.3.2 Sedmdesátá léta......................................................................................................................... 10 1.3.3 Osmdesátá léta .......................................................................................................................... 11 1.3.4 Devadesátá léta ......................................................................................................................... 12 1.3.5 Současnost a budoucnost ........................................................................................................... 13 1.3.6 Shrnutí ....................................................................................................................................... 14 2 Typologie herních žánrů .......................................................................................................................... 15 2.1 Typologie Jamese D. Ivoryho .......................................................................................................... 15 2.2 Typologie Jana Stasieńka ................................................................................................................ 18 2.2.1 Hry zručnosti .............................................................................................................................. 18 2.2.2 Hry logické ................................................................................................................................. 19 2.2.3 Strategie .................................................................................................................................... 19 2.2.4 Simulace .................................................................................................................................... 20 2.2.5 Dobrodružné hry ........................................................................................................................ 20 2.2.6 Role Playing Game ..................................................................................................................... 21 2.3 Srovnání obou typologií s komerčním rozdělením služby Steam ...................................................... 22 2.3.1 Přelom mezi hrou a uměním: Hry zaměřené na činnost (Process Oriented Games) ..................... 23 2.4 Shrnutí ........................................................................................................................................... 23 3 Hry a společnost ...................................................................................................................................... 25 3.1 Hry jako mcdonaldizovaná forma zábavy ........................................................................................ 26 3.2 Proč vlastně hráči hrají?.................................................................................................................. 28 3.2.1 Čtyři body Jane McGonigalové .................................................................................................... 28 3.2.2 Philip Zimbardo varuje ............................................................................................................... 30 3.2.3 Psychologický pohled Jamieho Madigana ................................................................................... 30 3.2.4 Mihaly Csikszentmihalyi a flow efekt .......................................................................................... 32 3.3 Shrnutí ........................................................................................................................................... 33 4 Základní otázky studia her ....................................................................................................................... 35 4.1 Skutečně hry odvádějí od reality? ................................................................................................... 35 4.1.1 Komunity hráčů .......................................................................................................................... 37 4.2 Skutečně hry tvoří násilníky? .......................................................................................................... 39 4.3 Shrnutí ........................................................................................................................................... 42 5 Videohry a výchova k občanství ............................................................................................................... 44 5.1 Vzdělávací potenciál videoher ........................................................................................................ 44 4 5.2 Občanský potenciál videoher .......................................................................................................... 45 5.2.1 Výzkum The Civic Potential of Video Games................................................................................ 47 5.2.2 Komerční hry.............................................................................................................................. 48 5.2.3 Tangential learning..................................................................................................................... 51 5.2.4 Vzdělávací hry ...........................................................................................................................
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