On the Educational Potential of Humor, Science Fiction, and Game

Abstract views: 177
PDF Downloads: 85


educational methods
new educational technologies
Science Fiction

How to Cite

Balakireva, T., & Mogilevich, M. (2021). On the Educational Potential of Humor, Science Fiction, and Game. Galactica Media: Journal of Media Studies, 3(3), 46-60. https://doi.org/10.46539/gmd.v3i3.190


The modern cultural situation contributes to the rethinking of many areas of human activity that once seemed basic. This is how the image of education which in European culture is traditionally associated with the discipline of mind and will and therefore with extreme seriousness has been changing dramatically. The possibility of such an approach was closely related to the value of knowledge which was once unconditional. However, modern media sources which made knowledge accessible and the patterns of obtaining it ordinary have removed the educational sphere from its common position. Today we see how education is reforming its own aims and objectives and what new methods it attracts in order to keep being an integral part of the personality development in culture. In this article, we will consider one of the aspects of the transformation of education, specifically, the search for new motives for learning. Our goal will be to characterize the educational potential of mechanics drawn from areas such as humor, fiction, and play. All the three phenomena are traditionally perceived rather as part of an entertaining, “not serious” sphere of human activity. We will try to prove their effectiveness in relation to new challenges in the educational area that are generated by the era of new media technologies.



Attebery, B., & Hollinger, V. (2013). Parabolas of Science Fiction. Middletown, Conn.: Wesleyan University Press,.

Bakar, F., & Kumar, V. (2019). The use of humour in teaching and learning in higher education classrooms: Lecturers’ perspectives. Journal of English for Academic Purposes, 40, 15–25. doi: 10.1016/j.jeap.2019.04.006

Balakireva, T. A. (2020). Pedagogical Function of Speculative Fiction in Digital Culture. Culture and Technology, 5(1), 12–19. doi: 10.17586/2587-800X-2020-5-1-12-19 (In Russian).

Bignell, J. (2000). Postmodern Media Culture. Edinburgh: Edinburgh University Press.

Billah, M., Cull, M., Tibbits, G., & He, C. (2019). The role of humour for accounting education in the 21st century. Presented at the 9th Annual International Conference on Accounting and Finance. doi: 10.5176/2251-1997_AF19.280

Corrigan, A. M. (2010). Creativity fostering, measuring and contexts. New York: Nova Science Publishers, Inc.

Darinskaia, L. A., & Molodtsova, G. I. (2019). Modern Technologies for Teaching and Learning in Socio-Humanitarian Disciplines. IGI Global.

Freud, Z. (1995). The Artist and Fantasy. Moscow: Republic. (In Russian).

Gritsan, A. V. (2017). Threats to the Transformation of Media Culture Against the Background of the Rapid Growth of Information Volumes and the Worldwide Spread of ICT. Security issues, 6(6), 19–29. doi: 10.25136/2409-7543.2017.6.24662 (In Russian).

Gu, N., & Maher, M. L. (2014). Designing adaptive virtual worlds. ProQuest Ebook Central.

Hammer, J., & Davidson, D. (2017). Cultural Alignment and Game-Based Learning. Educational Technology, 57(2), 31–35.

Heussner, T., Finley, T., Hepler, J., & Lemay, A. (2015). The Game Narrative Toolbox. Routledge.

Jayasinghe, U., & Dharmaratne, A. (2013). Game based learning vs. Gamification from the higher education students’ perspective. Proceedings of 2013 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE), 683–688. doi: 10.1109/TALE.2013.6654524

Kaneman, D. (2006). Attention and Effort. Moscow: Sense. (In Russian).

Kapp, K. M. (2012). The Gamification of Learning and Instruction Game-Based Methods and Strategies for Training and Education. San Francisco: Pfeiffer.

Koster, R. (2004). Theory of Fun for Game Design. ProQuest Ebook Central.

Kulkarni, V. B. (2017). Overview of Reasons of Lack of Motivation in the Students of Indian Engineering Education. 2017 International Conference on Transforming Engineering Education (ICTEE), 1–5. doi: 10.1109/ICTEED.2017.8585628

Lei, S. A., Cohen, J. L., & Russler, K. M. (2010). Humor on learning in the college classroom: Evaluating benefits and drawbacks from instructors’ perspectives. Journal of Instructional Psychology, 37(4), 326–332.

Leibowitz, D. (2010). The ironic defense of Socrates: Plato’s apology. Cambridge; New York: Cambridge University Press.

Manguel, A. (2015). Curiosity. New Haven: Yale University Press.

Manzano-León, A., Camacho-Lazarraga, P., Guerrero, M. A., Guerrero-Puerta, L., Aguilar-Parra, J. M., Trigueros, R., & Alias, A. (2021). Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education. Sustainability, 13(4), 2247. doi: 10.3390/su13042247

Ridings, B. (2009). The University is in Ruins. Minsk: BSU. (In Russian).

Schell, J. (2015). The Art of Game Design: A Book of Lenses, Second Edition: Vol. A. Boca Raton: CRC Press. Retrieved from http://www.crcnetbase.com/isbn/9781466598676

Tait, A. (2021). Why can I never be bothered? New Scientist, 250(3336), 41–45. doi: 10.1016/S0262-4079(21)00925-8

Toffler, E. (2002). Future Shock. Moscow: AST Publishing House. (In Russian).

Tomašovičová, J. (2021). Parallels between two worlds: Literary science-fiction imagery and transhumanist visions. World Literature Studies, 13(1), 31–42. doi: 10.31577/WLS.2021.13.1.3

Ziegler, V., Boardman, G., & Thomas, M. D. (1985). Humor, Leadership, and School Climate. The Clearing House: A Journal of Educational Strategies, Issues and Ideas, 58(8), 346–348. doi: 10.1080/00098655.1985.9955580

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.