Ayuda
Ir al contenido

Dialnet


Resumen de Juegos de simulación informáticos en escuelas israelíes

Gilat Gofer

  • español

    El Departamento de Educación del Ben-Gurion Heritage Institute, ha desarrollado dos juegos de simulación, basados en Internet, excepcionales. Están dedicados al análisis de encrucijadas críticas del Sionismo y del nacimiento del Estado de Israel, no sólo permitiendo su estudio sino también su comparación con las que los actuales líderes de Israel se encuentran hoy en día. Los coordinadores pueden trabajar con grupos alejados entre sí gracias a reuniones y conferencias "virtuales". El acceso a un gran número de fuentes vía website o de nuestros archivos (ayudados por un experto) alienta el proceso de diálogo continuo entre el coordinador y los grupos, distantes y pluriculturales, y el proceso de aprendizaje en común. 1. Decisiones Cruciales: la proclamación de Independencia de 1948. Está realizado con apoyo del Students and Academics Department, WZO. Transcurre entre el 29 de noviembre de 1947 (resolución de la ONU sobre la partición de Palestina) y la proclamación de independencia del 14 de mayo de 1948. Los jugadores representan seis grupos de poder en el Yishuv y entre la Diáspora, subdivididos en sectores enfrentados en discusiones internas, que representan las facciones ideológicas, a menudo radicales, surgidas de la central. El objetivo es llegar al 14 de mayo, último día del Mandato Británico y decidir en conjunto si declarar la independencia o no, tras sopesar factores políticos, económicos, sociales y militares. La discusión sobre los acontecimientos está alimentada por boletines del controlador, mientras cada facción discute su idea y la difunde dentro de su grupo, donde son debatidos en su conjunto. Los objetivos básicos incluyen: la exposición de la experiencia adquirida, junto al conocimiento de personalidades históricas; la explicación del proceso de toma de decisiones en uno de los momentos más cruciales y decisivos de nuestra historia; la incorporación de conceptos externos y alejados de los propios; la expansión del pensamiento multidimensional y global; y el uso del software de comunicaciones como estímulo para aprender y desarrollar el pensamiento no convencional. Los jugadores viven la toma de decisiones, a menudo en tiempo real en diferentes escenarios, debiendo explicar sus razonamientos. 2. Dilemas y tendencias del Movimiento Sionista 1897-1997. Ha sido desarrollado con la ayuda y cooperación del Centro Pedagógico (Joint Authority for Jewish and Zionist Education in the Diáspora) y The Jewish Agency. Es parte del Congreso Sionista Virtual celebrado durante 1997-1998 y reúne un conjunto de actividades en Internet que integra programas conmemorativos del centenario del Movimiento Sionista. Su diseño permite tanto el juego colectivo como el individual entre jugador-coordinador. Entre sus objetivos se incluyen: involucrar a jóvenes y adultos en el proceso de discusión multilateral de temas definitorios de una agenda sionista mundial; incorporar ideas con sentido común originadas en todo el mundo e incluirlas en el debate actual sobre los liderazgos del Movimiento Sionista y la política, dentro del próximo Congreso del Centenario en Jerusalén. Las comunicaciones se hacen vía E-mail e Internet, bien a través del website del Congreso Virtual, bien en la presencia virtual creada por los jugadores. Se centra en las principales ideologías presentes al nacer el Movimiento. Su premisa es que muchos de los temas discutidos sobre la vida judía y el Sionismo entonces, todavía son relevantes para la identidad judía actual. El programa examina tres corrientes de pensamiento, enfatizando el compromiso con los principios democráticos en la toma de decisiones pese a las diferencias. Al jugador se le presenta un doble reto: participar encarando cuestiones cruciales que desatan agrias polémicas y alcanzar una decisión que influirá en las conclusiones finales del Congreso y en el futuro del pueblo judío. Se enfrentará a interrogantes y polémicas internas uniéndose a uno de los cuatro grupos existentes (3 de personalidades): Herzl, Rubbi Reines, Ussishkin y un cuarto grupo de corresponsales o periodistas del Congreso. Conforme se aproxima la Asamblea General, el debate implica el convencer o engatusar a los demás para que acepten las propias opiniones, escribiendo, exponiendo y rebatiendo discursos en la Asamblea. Una vez votados los temas como delegados del Congreso, los jugadores pueden ya votar como ciudadanos.

  • English

    The Education Department of the Ben-Gurion Heritage Institute has developed two unique computerized simulation games to be played on the internet. These games deal with a number of crucial historical turning points and dilemmas related to Zionism and the establishment of the State of Israel. Participants will be able to research historical dilemmas and can compare them to those facing Jewish leaders today. The game coordinators are able to work with groups which are geographically distant from each other in collective "virtual" meetings and conferences over the net. These games are augmented and benefited by access to a wide range of sources both on the web site and in our archives through an expert in this field. The game provides an ongoing dialogue and link between the education coordinator and distant groups from different cultures and setting. Thus, a joint learning experience is enhanced. 1.Computerized Simulation Game Crucial Decisions - 1948 The Proclamation Of Independence. The game has been produced with the support and cooperation of the Students and Academics Department, WZO.The game takes place in the months between November 29, 1947 (the UN Resolution for Partition of Palestine) and the proclamation of national independence, May 14,1948. The groups participating in the game represent leading power fronts in the Yishuv and among the Jewish people in the Diaspora. These power bases are defined by six main groups which are further divided into sub-groups of differing views which form an arena for lively discussion within each main group. The sub-groups represent ideological factions, often radical in their views, that have split off from a central ideological stream. The idea of the game is to reach the 14th of May, the last day of the British Mandate, when, after weighing the political, economic, social, and military factors, all the groups must decide whether to announce independence of a Jewish state in Palestine or hold off from such a proclamation. The participants discuss the evolving circumstances according to the bulletins received from the game controller. From a distance each faction (subgroup) conducts its own discussion, arrives at a position, and then participates in the (main group) general debate. All decisions and necessary information are passed on to the game controller via computer communication. Basic goals include presenting a learning experience that enables the participants to learn about historical personalities; to present the challenge of dealing with major dilemmas in one of the most decisive periods in our history; to introduce concepts foreign and distant from their frame of reference; to expand multi-directional and multi-dimensional thinking and to apply software communications as stimulus for learning and non-conventional thinking. During the game participants experience the process of making decisions often in real time through different scenarios and are challenged to explain their reasons. 2. Dilemmas and Ideological Trends in the Zionist Movement Windows: 1897-1997. The game has been produced with the support and cooperation of the Pedagogic Center, Joint Authority for Jewish and Zionist Education in the Diaspora, The Jewish Agency. The game is currently being played as part of the Virtual Zionist Congress, 1997-1998 which is a set of networked activities which will integrate the programs being held commemorating the centennial year of the Zionist Movement. The game has been devised so that it may be adapted to be used as a collective integrated unit or to be played between individuals and the game coordinator. Goals include; To involve young people and adults in the process of multi-track, structured discussion on issues defining a Jewish-Zionist agenda worldwide; to bring grass-roots deliberations and input from around the world to the contemporary forum of Zionist leadership and policy makers at the Centennial Congress in Jerusalem. Communication is through Email Conferences; networked initiatives: the Virtual Congress Web site and the Web Presence developed by the participants. The game deals with major ideological views formulated at the outset of the Zionist Movement. The basic premise of the game rests on the belief that many of the major issues on Jewish life and Zionism, pertinent at the time of the First Zionist Congress, are still very much relevant to Jewish identity today. The program examines three major ideological streams of thought concurrent at the beginning of the Zionist Movement, and at the same time emphasizes the Congress' commitment to democratic principles at decision making despite the hotly contested differences of opinion. Participants are presented with the twofold challenge of participating in a simulation game where they represent different streams of Zionist thought and confront crucial issues that fired heated debates at the early Zionist Congresses and arriving at a decision which could determine both the outcome of the Congress and indeed the future of the Jewish people. Each participant will be able to choose from one of the following four groups; three of which are personalities, the fourth journalists; Herzl; Rabbi Reines; Ussishkin; Journalists reporting on the Congress As the General Assembly approaches the participants will discuss in their particular groups their outlook regarding the central issues facing the Movement and the Jewish people. It is the aim of each individual to persuade or cajole other participants to adopt their suggestions. Participants will write and then give speeches at the General Assembly and be afforded the opportunity to respond to the speeches. The delegates having voted on the issues facing them at the congress will now vote as individuals today.


Fundación Dialnet

Dialnet Plus

  • Más información sobre Dialnet Plus