Perspektiven Der Medienbildung 2013
DOI: 10.1007/978-3-658-03529-7_11
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Bildungspotenziale von Computerspielen – Überlegungen zur Analyse und bildungstheoretischen Einschätzung eines hybriden Medienphänomens

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Cited by 24 publications
(10 citation statements)
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“…But there are other aspects of the franchise worth looking at. From a broader perspective, it is fair to say that videogames can create learning and educational potentials (Fromme and Könitz 2014). The same holds true for comic books.…”
Section: Learning and Educational Potentialsmentioning
confidence: 99%
See 2 more Smart Citations
“…But there are other aspects of the franchise worth looking at. From a broader perspective, it is fair to say that videogames can create learning and educational potentials (Fromme and Könitz 2014). The same holds true for comic books.…”
Section: Learning and Educational Potentialsmentioning
confidence: 99%
“…Jörissen The first dimension, the dimension of knowledge (What can I know? ), refers to a critical contemplation of the limits and conditions of knowledge (Jörissen and Marotzki 2009, 31), but also to factual knowledge and orienting knowledge as well as intermedia and self-references (Fromme and Könitz 2014). The second dimension, the dimension of action (What should I do?…”
Section: Learning and Educational Potentialsmentioning
confidence: 99%
See 1 more Smart Citation
“…Dewey states that experiences in combination with reflection lead to learning [6], whilst Kerres et al [7] found almost any digital game can convey experiences that can be evaluated through reflection and thus be used in learning. Publications such as these enable reflection with regards to borders and the importance of this concept in educational processes, as Fromme and Könitz illustrate [8].…”
Section: Introductionmentioning
confidence: 99%
“…Ganguin und Hoblitz 2013, Pfannstiel, Sänger und Schmidt 2009) sowie 2. digitale Spiele als «Kultur-und Bildungsräume» (vgl. Fromme et al 2008, Fromme und Könitz 2014, Grell und Nuss 2010. In der Betrachtung von digitalen Spielen als Serious Games werden diese als Instrumente zur Erreichung spezifischer Ziele verstanden: Mit ihnen soll «etwas erreicht, trainiert und gelernt werden» (Gotto 2013, 139).…”
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