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Arts & Communication                                                       Hack the art: Yanoulis Halepas



            learning theory, and contemporary perspectives like   to modify user behavior, concurrently fostering increased
            Jenkins et al.’s  theory of collective intelligence. In current   participation and commitment. 18
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            competence development models,  collaboration plays   In the realm of gamification, creative thinking is
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            a key role. Kuhn  further argues that collaboration,   encouraged, failure is destigmatized, and players are
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            as a process, leads to favorable outcomes, including   empowered with a sense of control over the process. These
            successful problem-solving and enhanced intellectual   elements imbue the content with game-like qualities
            development.                                       without transforming it into a game. The primary objective
              In the context of PBL, students showcase their   is to motivate learners to complete tasks or study course
            knowledge and skills by tackling real-world problems and   content more pleasantly.
            presenting their solutions to their peers. This approach   Considering the theoretical frameworks mentioned
            results in the development of profound content knowledge   earlier, we have opted to integrate OBL, PBL, and GBL
            and the enhancement of critical thinking, interplay,   methodologies, incorporating 2D and 3D technological tools
            creativity, and communication skills.
                                                               as well as synchronous and asynchronous distance learning.
              Given the above  considerations, our  project placed   We presented this pioneer combination in the innovative
            a primary focus on inter subjectivity and cooperation   digital student competition “Hack the Art: Yanoulis Halepas.”
            among people with different interests and talents through
            participation in the competition. This emphasis extends   3. The competition theme
            beyond being a cognitive catalyst; it is a deliberate strategy   Yianoulis Halepas is a significant figure in modern Greek
            to drive psychological resilience in the school environment   art. Born in 1851 in Pyrgos of Tinos and passing away in
            while preparing youngsters for the challenges they will   1938 in Athens, Halepas came from a family with a tradition
            encounter in their careers.                        in marble carving; his father, Ioannis Halepas, maintained
            2.3. GBL                                           marble workshops in Greece and Europe. Although his
                                                               family initially intended for him  to pursue  a career in
            The rise of GBL gained significant traction in 2001 when   trade, he was drawn to the arts, particularly sculpture.
            Prensky  introduced the concept, marking a pivotal   Consequently, he enrolled at the School of Arts in Athens,
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            moment that profoundly influenced the establishment of   where he studied under Professor Leonidas Drosis (1836
            GBL standards and requirements in educational settings.   – 1882) until 1872. Subsequently, he continued his studies
            This development has shaped the trajectory of the academic   in Munich with a scholarship from the Foundation of the
            world, with GBL being an educational approach rooted   Evangelist of Tinos, attending the Academy of Fine Arts
            in the use of computer games or software applications   under Professor Max von Widnmann (1812 – 1895). He
            integrating games for learning and education. 13   excelled and received numerous awards. However, in
              The integration of games into education has      1875, his scholarship was discontinued, and he returned
            elicited diverse reactions from scholars, educators,   to Athens. In 1878, he began showing symptoms of mental
            and researchers, leading to varied perspectives on the   illness. By 1888, he was admitted to the Psychiatric Hospital
            efficacy and appropriateness of incorporating games into   of Corfu, where he stayed for 14 years. In 1902, his mother
            educational settings. The conflicting viewpoints presented   made the decision to take him out of the psychiatric
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            by Moula,  Mitchell and Saville-Smith,  and Anderson   hospital, and he lived in Tinos until 1930 when he moved
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            and Dill  reflect the multifaceted nature of the ongoing   back to Athens (Figure 2).
            debate in the field, covering issues such as engagement,   Halepas’s art is conventionally divided into three
            skill development, equity, and concerns about distraction,   periods. The first, lasting from 1873 to 1916, is classified as
            lack of clear learning outcomes, and potential overreliance   Classicism. Representative works from this period include
            on technology. The effectiveness of integrating games into   Philostorgia, Satyros and Eros, and the renowned Sleeping
            education is likely contingent on factors such as game   Beauty, which also incorporates aspects of Romanticism
            design, context of use, and alignment with educational   and is located in the First Cemetery of Athens.  The second
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            goals.                                             period, spanning from 1918 to 1930, marks a gradual
              Gamification, as defined by Kapp,  involves employing   shift from the rules of Classicism to a more abstract style.
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            game-based mechanics,  esthetics,  and game  thinking to   While the subject matter remains similar, the style differs
            engage individuals, motivate action, facilitate learning, and   significantly. Characteristic works from this period include
            address problems. Its overarching purpose is to enhance   Medea, Naked Woman with a Mirror, Satyr, and Eros V.
            activities, making them more enjoyable and engaging,   This period is often referred to as the “metalogical” period
            particularly in non-game contexts. The ultimate goal is   in the literature. The third and final period, from 1930 to


            Volume 2 Issue 4 (2024)                         3                                doi: 10.36922/ac.2557
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