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科目一覧へ戻る/Return to the Course List | 2025/03/25 現在/As of 2025/03/25 |
開講科目名 /Course |
英語専門講読 b/ADVANCED THEMATIC READING (B) |
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開講所属 /Course Offered by |
外国語学部英語学科/FOREIGN LANGUAGES ENGLISH |
ターム?学期 /Term?Semester |
2025年度/2025 Academic Year 秋学期/FALL SEMESTER |
曜限 /Day, Period |
月4/Mon 4 |
開講区分 /semester offered |
秋学期/Fall |
単位数 /Credits |
2.0 |
学年 /Year |
2,3,4 |
主担当教員 /Main Instructor |
J.D.コーリス/Jonathan David CORLISS |
遠隔授業科目 /Online Course |
- |
教員名 /Instructor |
教員所属名 /Affiliation |
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J.D.コーリス/Jonathan David CORLISS | 英語学科/ENGLISH |
授業の目的?内容 /Course Objectives |
Videogames in Social Science: This course will survey the growing body of social science literature on the study of videogames and emerging interactive media. Videogames are now the single largest sector of the global entertainment industry, and this commercial impact is matched by an equally profound cultural impact. Today videogames shape and participate in our learning, sociality, and work, as much as our play. As a result, videogames and videogame research have pushed scholars to rethink some of the dominant models of these spheres of human activity. In this class students will read from key areas of videogame scholarship and practice critical analysis and discussion of those topics and readings. The course will include weekly readings and response papers, and student presentations. | ||||||||||
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授業の形式?方法と履修上の注意 /Teaching method and Attention the course |
CLT and Direct method language learning with an active, problem-based approach. Students will read short articles in class, discuss the topic and review general comprehension and themes. Then, students will prepare and present summaries of homework articles. Students will complete class activities around unit themes. Activities will include student driven small group discussions, analysis, problem solving and presentations. Feedback will be provided in class and in writing. Note that the teaching method, text material covered, and assessment style are subject to change. Detailed information will be provided in the first class. | ||||||||||
事前?事後学修の内容 /Before After Study |
Carefully read and review assigned readings. Identify any questions you may have from the readings. Organize notes and look up terms you do not understand. Prepare for in-class discussion, presentations, and reflection essays. (2 hours) Applying relevant course materials, research and prepare a student lecture and a final research project. (2 hours) |
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テキスト1 /Textbooks1 |
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テキスト2 /Textbooks2 |
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テキスト3 /Textbooks3 |
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参考文献等1 /References1 |
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参考文献等2 /References2 |
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参考文献等3 /References3 |
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評価方法 /Evaluation |
Classroom Participation 40%, In-class Writing 30%, Student Presentations 20%, Vocabulary Quizzes 10% (An average of 60% is required to pass). Attendance and class participation are essential components of this class. Contact the instructor promptly if you anticipate being absent or are unable to attend a class for any reason. Extra credit and make-up materials are available. Students above 5 absences cannot pass. Students should be able to survey, read and critically assess academic writings about social science research on the topic of videogames without fundamental reliance on AI assisted writing, translation or analysis. |
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関連科目 /Related Subjects |
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備考 /Notes |
テキスト:All materials will be provided in class. 参考文献:Provided in class. |
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到達目標 /Learning Goal |
分野の専門性をもった英文マテリアル(資料)を講読、読解できるようにする。 |
回 /Time |
授業計画(主題の設定) /Class schedule |
授業の内容 /Contents of class |
事前?事後学修の内容 /Before After Study |
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1 | Greeting and Introduction: What is a videogame? | How we define a “videogame” changes the research questions we can ask. | |
2 | Videogame Research: A Brief Survey | A brief survey of areas of games research in the social sciences. | |
3 | Student Practice Presentations | Students practice giving short lectures to prepare for semester presentations | Prepare student practice lecture. |
4 | Videogames, Health and Healthcare | We review studies on the harms and therapeutic uses of videogames. | Vocabulary Quiz. |
5 | Interactivity | We review the central defining characteristic of videogame media. | |
6 | Emergent Gameplay | We discuss games and authorship. | |
7 | Story Versus Sandbox | We compare games as narrative and games as play. | Vocabulary Quiz. |
8 | Avatars and Embodiment | We examine studies of games and identity. | |
9 | Videogames and Empathy | We review research on the distinct communicate capacity of games. | |
10 | Work and Play: Making Games as Work | We look at studies of game labor. | Vocabulary Quiz. |
11 | Work and Play: Playing Games as Work | We survey studies of game play as work, training, and socialization. | |
12 | Games and ‘Empire’ | We review political economic studies of videogames. | |
13 | Virtual War | We look at games as ideological tools. | Vocabulary Quiz. |
14 | Course Review and Future Directions | We imagine the videogames of tomorrow. |