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Von der Bestimmtheit zur Unbestimmtheit: Zum Bildungscharakter 
virtueller Raumentwürfe.

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Notizen beachten (Erläuterungen zu den Folien).

DGfE-Kongress 2016, Symposium „Der virtuelle Spielraum – Bildung unter dem Apriori digitaler Immaterialität“. Universität Kassel, 15. März 2016

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  • DOWNLOAD THIS BOOKS INTO AVAILABLE FORMAT (2019 Update) ......................................................................................................................... ......................................................................................................................... Download Full PDF EBOOK here { https://soo.gd/irt2 } ......................................................................................................................... Download Full EPUB Ebook here { https://soo.gd/irt2 } ......................................................................................................................... Download Full doc Ebook here { https://soo.gd/irt2 } ......................................................................................................................... Download PDF EBOOK here { https://soo.gd/irt2 } ......................................................................................................................... Download EPUB Ebook here { https://soo.gd/irt2 } ......................................................................................................................... Download doc Ebook here { https://soo.gd/irt2 } ......................................................................................................................... ......................................................................................................................... ................................................................................................................................... eBook is an electronic version of a traditional print book THIS can be read by using a personal computer or by using an eBook reader. (An eBook reader can be a software application for use on a computer such as Microsoft's free Reader application, or a book-sized computer THIS is used solely as a reading device such as Nuvomedia's Rocket eBook.) Users can purchase an eBook on diskette or CD, but the most popular method of getting an eBook is to purchase a downloadable file of the eBook (or other reading material) from a Web site (such as Barnes and Noble) to be read from the user's computer or reading device. Generally, an eBook can be downloaded in five minutes or less ......................................................................................................................... .............. Browse by Genre Available eBooks .............................................................................................................................. Art, Biography, Business, Chick Lit, Children's, Christian, Classics, Comics, Contemporary, Cookbooks, Manga, Memoir, Music, Mystery, Non Fiction, Paranormal, Philosophy, Poetry, Psychology, Religion, Romance, Science, Science Fiction, Self Help, Suspense, Spirituality, Sports, Thriller, Travel, Young Adult, Crime, Ebooks, Fantasy, Fiction, Graphic Novels, Historical Fiction, History, Horror, Humor And Comedy, ......................................................................................................................... ......................................................................................................................... .....BEST SELLER FOR EBOOK RECOMMEND............................................................. ......................................................................................................................... Blowout: Corrupted Democracy, Rogue State Russia, and the Richest, Most Destructive Industry on Earth,-- The Ride of a Lifetime: Lessons Learned from 15 Years as CEO of the Walt Disney Company,-- Call Sign Chaos: Learning to Lead,-- StrengthsFinder 2.0,-- Stillness Is the Key,-- She Said: Breaking the Sexual Harassment Story THIS Helped Ignite a Movement,-- Atomic Habits: An Easy & Proven Way to Build Good Habits & Break Bad Ones,-- Everything Is Figureoutable,-- What It Takes: Lessons in the Pursuit of Excellence,-- Rich Dad Poor Dad: What the Rich Teach Their Kids About Money THIS the Poor and Middle Class Do Not!,-- The Total Money Makeover: Classic Edition: A Proven Plan for Financial Fitness,-- Shut Up and Listen!: Hard Business Truths THIS Will Help You Succeed, ......................................................................................................................... .........................................................................................................................
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Von der Bestimmtheit zur Unbestimmtheit: Zum Bildungscharakter 
virtueller Raumentwürfe.

  1. 1. Prof. Dr. Benjamin Jörissen Lehrstuhl für Pädagogik mit dem Schwerpunkt Kultur, ästhetische Bildung und Erziehung http://joerissen.name benjamin@joerissen.name DGfE-Kongress 2016, Symposium „Der virtuelle Spielraum – Bildung unter dem Apriori digitaler Immaterialität“ Universität Kassel, 15. März 2016 Von der Bestimmtheit zur Unbestimmtheit: Zum Bildungscharakter virtueller Raumentwürfe Dieses Werk ist lizenziert unter einer Creative Commons Namensnennung - Weitergabe unter gleichen Bedingungen 4.0 International Lizenz.
  2. 2. I. Bildung zwischen Transformation und Transgression
  3. 3. Medialität vs. Ästhetik vs. Narration/Proposition M.C. Escher, Drawing Hands, 1948 Magritte, La trahison des images (Ceci n'est pas une pipe), 1929
  4. 4. http://www.tedxvienna.at/blog/hack-your-city/
  5. 5. http://www.tedxvienna.at/blog/hack-your-city/ „Dritter Grundsatz: Heterotopien besitzen die Fähigkeit, mehrere reale Räume, mehrere Orte, die eigentlich nicht miteinander verträglich sind, an einem einzigen Ort nebeneinanderzustellen.“ (Bspw. Theater, Kino, Garten, Museen, Bibliotheken, Feste, Jahrmärkte, Feriendörfer) Michel Foucault (1967): Von anderen Räumen. In: Dünne/Günzel (Hrsg.): Raumtheorie. Frankfurt/M.: Suhrkamp 2006, S. 324
  6. 6. II. Bildung und Raum
  7. 7. Raumdeterminismus Raumvoluntarismus Raumpraxeologie Markus Schroer (2006): Räume, Orte, Grenzen. Ff./M.: Suhrkamp. (S. 175)
  8. 8. Arnd-Michael Nohl (2016): Pädagogische Prozesse im Raum – pragmatistische und wissenssoziologische Perspektiven auf Sozialisation und Bildung. In: Pietras, Manuela e.a. (Hrsg.): Jahrbuch Medienpädagogik (erscheinend) Bildung als raumkonstituierender Prozess „konjunktive“, „institutionalisierte“ und „organisierte Transaktionsräume“
  9. 9. III. Transgressionspozenziale in digitalen Rauminszenierungen
  10. 10. Bezugsdimensionen des Digitalen: Daten Software/Code Netzwerke Interfaces
  11. 11. Situiertheit digitaler Rauminszenierungen: 1) am Ort des Interface (körperlich), 2) im Netzwerk (ubiquitär), 3) qua Software (performativ)
  12. 12. „virtuelle Räume“ vs. „virtuelle Welten“
  13. 13. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  14. 14. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  15. 15. Hinterland Games: The Long Dark (2015) https://www.youtube.com/watch?v=Yo2L7FYAn4M
  16. 16. Konami: Metal Gear Solid 5 – The Phantom Pain (Prolog) (2015) https://www.youtube.com/watch?v=1w83yDe1YaE
  17. 17. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  18. 18. Ustwo: Monument Valley (2012) https://www.youtube.com/watch?v=OAZNluh2wOI
  19. 19. Polytron: FEZ (2012) https://www.youtube.com/watch?v= e8Ob2OEWaAE
  20. 20. Alexander Bruce: Antichamber (2013) https://www.youtube.com/watch?v=2H6ceq6ETSo
  21. 21. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  22. 22. Giant Sparrow: The Unfinished Swan (2012) https://www.youtube.com/watch?v=qADXXnPy4hA
  23. 23. Tiger & Squid: Beyond Eyes (2015) https://www.youtube.com/watch?v=U9S8ZgETLNA
  24. 24. The Deep End Games: Perception (2015) https://www.youtube.com/watch?v=cuIXiQP9930
  25. 25. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  26. 26. Linden Lab: Second Life (2003) https://www.youtube.com/watch?v=MR5tZN4BVSw
  27. 27. Mojang: Minecraft (2009) https://www.youtube.com/watch?v=4Q1ZQDo1UVI
  28. 28. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  29. 29. Tale of Tales: The Graveyard (2008) https://www.youtube.com/watch?v=TKwZ6oZybCA
  30. 30. Bill Viola: The Night Journey (2010) https://www.youtube.com/watch?v=twK2NDc
  31. 31. Tale of Tales: Bientôt l’été (2012) https://www.youtube.com/watch?v=rAKSBAWb6fM
  32. 32. 1. Containerraum (Handeln/Spielen im virtuellen Aktionsraum) 2. dimensionaler Raum („dekonstruierter“ Aktionsraum) 3. phänomenaler Raum (Erfahrung als Prinzip der Raumkonstruktion) 4. pragmatischer Raum (Raumtransformation als Aktionsprinzip) 5. heterotopischer Raum (Raum als Transformationsprinzip von Wahrnehmung/Erfahrung/Aktion)
  33. 33. Prof. Dr. Benjamin Jörissen Lehrstuhl für Pädagogik mit dem Schwerpunkt Kultur, ästhetische Bildung und Erziehung http://joerissen.name benjamin@joerissen.name DGfE-Kongress 2016, Symposium „Der virtuelle Spielraum – Bildung unter dem Apriori digitaler Immaterialität“ Von der Bestimmtheit zur Unbestimmtheit: Zum Bildungscharakter virtueller Raumentwürfe Dieses Werk ist lizenziert unter einer Creative Commons Namensnennung - Weitergabe unter gleichen Bedingungen 4.0 International Lizenz.

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