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Vyučující
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Jelínková Ema, Mgr. Ph.D.
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Livingstone David, Mgr. Ph.D.
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Flajšarová Pavlína, doc. Mgr. Ph.D.
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Peprník Michal, prof. PhDr. Dr.
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Woock Elizabeth Allyn, Mgr. PhD.
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Obsah předmětu
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Children's Literature V ZS 2026/27: Chapters in Literature and Culture: Games as Narrative - Wednesdays 16:45-18:10, room 2.40 by dr. Woock "GAMES AS NARRATIVE" is a gamified literary studies seminar that treats video games, tabletop RPGs, choose-your-own-adventure books, divination practices, and prediction markets as legitimate textual objects for close reading and critical analysis. As a seminar which combines orienting lectures with critical discussion and hands-on activities to engage concepts, students progress through themed lessoneach led by rotating instructors Mgr. Filip Salcburger and Dr. Elizabeth Woock completing interactive side-quests which put the theory into practice and earning badges (Analyst, Gamer, Scholar). The course will familiarize students with the ludology/narratology debate, rooting games as narrative in standard literary studies scholarship (such as Roland Barthes), but also engaging in 'frontier topics' such as the storytelling qualities of gambling. This course offers two levels of engagement, one for bachelor's students which introduces the concept of the expansion of "text" beyond traditional literature while building practical skills in reading scholarly theory. The bachelor's level tier is accessible also to first-year students. For the master's students, specialist reading and deeper engagement in games as narrative will build on the literary and analytical skills they already possess, and challenge them to engage in more challenging critical thinking and research. Culminating in team-made games that articulate literary concepts and a reflective 5-page "gamify life" think piece, the class uses character sheets, side quests, and boss battles as meta-frameworks to model how gamification itself might structure thought even outside of the classroom, putting theory to use in real life.
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Studijní aktivity a metody výuky
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Monologická (výklad, přednáška, instruktáž), Dialogická (diskuze, rozhovor, brainstorming), Metody práce s textem (učebnicí, knihou), Projekce (statická, dynamická)
- Domácí příprava na výuku
- 24 hodin za semestr
- Účast na výuce
- 26 hodin za semestr
- Semestrální práce
- 25 hodin za semestr
- Příprava na zápočet
- 25 hodin za semestr
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Výstupy z učení
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This course will focus on British and American children's literature from the 19th century up to the present. To receive credit, students must do an in-class presentation/performance/reading and one in public. V ZS 2026/27: Chapters in Literature and Culture: Games as Narrative - Wednesdays 16:45-18:10, room 2.40 "GAMES AS NARRATIVE" is a gamified literary studies seminar that treats video games, tabletop RPGs, choose-your-own-adventure books, divination practices, and prediction markets as legitimate textual objects for close reading and critical analysis. As a seminar which combines orienting lectures with critical discussion and hands-on activities to engage concepts, students progress through themed lessoneach led by rotating instructors Mgr. Filip Salcburger and Dr. Elizabeth Woock completing interactive side-quests which put the theory into practice and earning badges (Analyst, Gamer, Scholar). The course will familiarize students with the ludology/narratology debate, rooting games as narrative in standard literary studies scholarship (such as Roland Barthes), but also engaging in 'frontier topics' such as the storytelling qualities of gambling. This course offers two levels of engagement, one for bachelor's students which introduces the concept of the expansion of "text" beyond traditional literature while building practical skills in reading scholarly theory. The bachelor's level tier is accessible also to first-year students. For the master's students, specialist reading and deeper engagement in games as narrative will build on the literary and analytical skills they already possess, and challenge them to engage in more challenging critical thinking and research. Culminating in team-made games that articulate literary concepts and a reflective 5-page "gamify life" think piece, the class uses character sheets, side quests, and boss battles as meta-frameworks to model how gamification itself might structure thought even outside of the classroom, putting theory to use in real life.
- Porozumění vývoje literatury a hlavních žánrů na pozadí společenských a kulturních změn - pochopení specifičnosti literárního zobrazení skutečnost - poznání souvislosti minulosti a přítomnosti zprostředkovávané literaturou - ocenění významu kulturního dědictví - osvojení schopnosti pracovat s literární terminologií a zvádnutí bibliografické normy MLA - zdokonalení dovednosti interpretovat text jako významovou strukturu - zdokonalení dovednosti psát akademické eseje - rozvinutí schopnosti odborné polemiky
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Předpoklady
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žádné
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Hodnoticí metody a kritéria
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Esej, Analýza výkonů studenta, Didaktický test
Docházka, test, esej (6 stran)
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Doporučená literatura
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Carter, Ronald, and John McRae. (2001). The Routledge History of Literature in English: Britain and Ireland. London.
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Hilský, Martin. Současný britský román. Praha.
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Lane, Richard J, eds. (2003). Contemporary British Fiction. Cambridge.
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Procházka, Martin, et al. Slovník spisovatelů: anglická literatura. Praha.
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Sanders, Andrew. (2004). The Short Oxford History of English Literature. Oxford.
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