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Bremen 2008 Elternverein Weidendamm Throw Away Your Television

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Medienerziehung - einige Gedanken und Fragen zum Thema Mediennutzung insbesondere am Beispiel Computerspiele.

Der Vortrag beschäftigt sich mit Wirkungen und Problemen exzessiver Mediennutzung von Kindern sowie aktuellen pädagogischen
Handlungsfeldern wie z.B. der Prävention von Internet-Mobbing bzw. Cyberbullying. Es werden Möglichkeiten aber auch Notwendigkeiten eines medienpädagogisch geleiteten Umganges mit insbesondere elektronischen Medien wie Fernsehen, Handy und Internet aufgezeigt.

Published in: Technology
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Bremen 2008 Elternverein Weidendamm Throw Away Your Television

  1. 1. Our data support the recommendation that parents limit weekday television and video game time to less than one hour and restrict access to adult media by limiting exposure to cable movie channels and R-rated movies and videos Sharif / Sargent 2006 The number of students who had poor performance rose as weekday television screen time surpassed three hours and time spent playing video games rose past one hour on weekdays.
  2. 2. Throw away your television? Über den erzieherischen Umgang mit einem wachsenden Medienangebot. Prof. Dr. Karsten D. Wolf Fachbereich 12, Universität Bremen Didaktische Gestaltung interaktiver Lernumgebungen
  3. 3. FB 12 Didaktische Gestaltung multimedialer Lernumgebungen
  4. 4. Durchschnittliche Nutzungsdauer pro Woche • 26 h TV • 26 h Radio • 8 h Lesen • 5 h Internet • 5 h Musik Quelle 9. Welle 'Massenkommunikation' 2005 ENIGMA GfK & MMA
  5. 5. Canis canem edit (PS2) Machen Videospiele Frage 1 gewalttätig?
  6. 6. cc by Karsten D. Wolf 2008
  7. 7. Lego Starwars II (2006, Multiplatform)
  8. 8. Lego Indiana Jones: The Original Adventures (2008, Multiplatform)
  9. 9. cc by Karsten D. Wolf 2008
  10. 10. Grand Theft Auto IV (Multi-Platform) cc by Karsten D. Wolf 2008
  11. 11. Call of Duty IV Modern Warfare (Multi-Platform) cc by Karsten D. Wolf 2008
  12. 12. Metal Gear Solid 4 (Multi-Platform) cc by Karsten D. Wolf 2008
  13. 13. Resident Evil 5 (PS 3 / XBOX 360) cc by Karsten D. Wolf 2008
  14. 14. Nicht Ausbildung, aber Rekrutierung & Propaganda… America‘s Army (Multi-Platform) cc by Karsten D. Wolf 2008
  15. 15. Army Gaming Championship cc by Karsten D. Wolf 2008
  16. 16. Einige Zahlen (JIM 2005)
  17. 17. Einige Zahlen (JIM 2004)
  18. 18. Momentaner Stand der Medienwirkungsforschung • kurzfristige Effekte beobachtbar (arousal) • sehr komplexes Forschungsfeld • Kontextvariablen • Spieleformen • Längsschnitt und randomisierte Untersuchungen für Evidenz notwendig • Gefährdungsforschung wäre vielleicht besser • Negative Zusammenhänge in Querschnittsanalysen
  19. 19. Störche und Geburtenrate - Probleme mit Korrelationsstudien
  20. 20. Aktuelle Studien & Kommentare • Guter Überblick aktueller Nachrichten zum Thema http://www.heise.de/ct/hintergrund/meldung/89731 • Werner Hopf 2008 Während der Untersuchung habe sich gezeigt, dass Videospiele die bedeutsamste Ursache für Delikte wie Prügeln, Vandalismus, Mobbing oder Automatenaufbrüche seien, noch vor gewalthaltigen Fernsehsendungen und Horrorfilmen. Außerdem wirke sich ein starker Konsum von Gewaltmedien negativ auf die Englisch- und Deutschnoten aus. (Unveröffentlicht / Geo Wissen)
  21. 21. Aktuelle Studien & Kommentare • Patrick Kierkegaard (2008, University of Nottingham) • Erregung: kurzfristig • Verbrechensrate und Videospiele: gegenläufig • Desensibilisierung: vorhanden • Identifikation: nicht bewiesen • Erwachsene? • Kulturelle Unterschiede?
  22. 22. Aktuelle Studien & Kommentare • Mößle/Kleimann/Rehbein/Pfeiffer 2007
  23. 23. Mößle/Kleimann/Rehbein/Pfeiffer 2007
  24. 24. Anderson 2004
  25. 25. Aktuelle Studien & Kommentare • Krahé/Möller/Berger (2006, Uni Potsdam) • Insbesondere für Jungen/Männer besteht ein Zusammenhang zwischen dem Konsum von Gewaltspielen und der Aggressivität als Persönlichkeitseigenschaft, wobei aus den einmaligen Online-Umfragen keine Schlussfolgerungen über die Richtung dieses Zusammenhangs gezogen werden können. Unsere Längsschnittstudie zeigte jedoch, dass die Höhe des regelmäßigen Konsums von Gewaltspielen zum Zeitpunkt der ersten Befragung die Aggressionsbereitschaft der Spieler 2.5 Jahre später mitbestimmte (neben anderen Faktoren). • Das heißt: je mehr Gewaltspiele ein Jugendlicher über Monate und Jahre hinweg spielt, desto eher handelt er in bestimmten Situationen aggressiv. Der umgekehrte Wirkungszusammenhang, dass besonders aggressive Jugendliche sich zu Gewaltspielen hingezogen fühlten, ließ sich nur mittelfristig für einen Zeitraum von 6 Monaten bestätigen. • Eine Wechselwirkung zwischen Medienkonsum und Aggressionsbereitschaft ist also erkennbar, die Wirkung des Medieninhalts auf das Verhalten einer Person erweist sich über einen längeren Zeitraum jedoch als stabiler und stärker.
  26. 26. KUHL-Studie: von Salisch / Kristen / Oppl 2007 • Längsschnittstudie 300 Schüler/innen 8-12 J • aggressive Schüler/innen spielen mehr aggressive Spiele + intensiviertes Spielen • aber kein Zuwachs an Aggressivität • Einstiegsphase: Elterliche Begleitung wichtig!
  27. 27. „Vollzugsdefizite bei der Einhaltung der Regeln zur Verhinderung der Verbreitung gewalthaltiger Spiele“
  28. 28. Machen Videospiele Frage 2 süchtig?
  29. 29. © Prof. Dr. Karsten D. Wolf 2006 World of Warcraft - The Burning Crusades
  30. 30. © Prof. Dr. Karsten D. Wolf 2006
  31. 31. © Prof. Dr. Karsten D. Wolf 2006
  32. 32. © Prof. Dr. Karsten D. Wolf 2006
  33. 33. Suchtgefährdung • 1,9% „Süchtig“ (WoWAI-Score > 3) • 4,5% „Suchtgefährdet“ (WoWAI-Score > 2,5) • 8.000.000 Spieler weltweilt • 152.000 „süchtig“ • 360.000 „suchtgefährdet“ © Prof. Dr. Karsten D. Wolf 2006
  34. 34. Spieldauer und Suchtgefährdung 3,5% 10,5% 12,3% 30% © Prof. Dr. Karsten D. Wolf 2006
  35. 35. bwdaly on flickr Machen Videospiele Frage 3 dumm, dick und traurig?
  36. 36. Wii Fitness… cc by Karsten D. Wolf 2008
  37. 37. …in real life cc by Karsten D. Wolf 2008
  38. 38. interplay Nintendo Donkey Konga (GameCube)
  39. 39. Machen Videospiele Frage 4 schlau und erfolgreich?
  40. 40. Wenn Bücher neu wären und Spiele alt • Niedrige Stimulation der Sinne • Nur ein kleiner Teil des Gehirns wird beansprucht • Sehr isolierend • Ausschließend für Personen mit Dyslexie • Linearer Verlauf • Passivitätsfördernd - man folgt anstatt die Handlung zu bestimmen! aus: Johnson
  41. 41. Lesen ist gut und wichtig • Komplexität der Argumentation und des Verlaufes der Geschichte • Vorstellungskraft wird gefördert • Gemeinsame Erfahrungen (z.B. Harry Potter) • Lesen bringt Vorteile • Information, die im Buch enthalten ist, wird aufgenommen • Mentales Workout zum Verstehen und Behalten der Informationen aus: Johnson
  42. 42. Building a mental muscle… • Nicht der Inhalt ist wertvoll… • Spiele erfordern Entscheidungen • Planen, Handeln, Kontrollieren = Problemlösen • Hand-Auge-Koordination
  43. 43. EA Rockband (Multiplatform) cc by Karsten D. Wolf 2008
  44. 44. Warum sind Videospiele Frage 5 so erfolgreich?
  45. 45. Das Problem Niedrig Hoch © Prof. Dr. Karsten D. Wolf 2007
  46. 46. Was macht Videospiele so attraktiv? • Von Langeweile zu Flow • Von Ohnmacht zu Macht und Kontrolle • Von Unfähigkeit zu Perfektion • Von Problemen ablenken • Dinge machen, die man (nie) machen kann oder darf - Phantasien ausleben • Alltägliche Gewalt verarbeiten
  47. 47. Brain Age 2 (Nintendo DS) cc by Karsten D. Wolf 2008
  48. 48. Was tun? Frage 5 mindgutter@flickr
  49. 49. Einige Maßnahmen • Kein Fernseher, PC oder Videospielkonsole im Kinderzimmer • Nutzungszeiten reglementieren (bis 1 Std. inkl. / Tag) • Gemeinsam Sendungen schauen & Spiele spielen • Eher eine Wii als eine PS3/XBOX360 oder Handheld • Eigenen Medienkonsum kritisch hinterfragen und reduzieren • Kinder zur kritischen Mediennutzung erziehen • Alternativen bieten
  50. 50. Was Kinder fern der Medien so alles lernen könnten…
  51. 51. Was Kinder fern der Medien so alles lernen könnten…
  52. 52. …und mit Medien machen könnten…
  53. 53. Spigoo@flickr Wann mit dem Internet Frage 6 anfangen?
  54. 54. tausende von „Web 2.0“ Werkzeugen cc by Karsten D. Wolf 2007
  55. 55. Ohne New Media Literacy keine Lernchancen? „Youth must expand their required competencies,not push aside old skills to make room for the new. Second,new media literacies should be considered a social skill“. Jenkins, Purushotma, Weigel, & Robison 2007, p.19
  56. 56. One Laptop Per Child
  57. 57. bwdaly on flickr Cyberbullying & Mobbing im Internet – ein neues pädagogisches Handlungsfeld Prof. Dr. Karsten D. Wolf & Berit Bachmann Fachbereich 12, Universität Bremen Didaktische Gestaltung interaktiver Lernumgebungen
  58. 58. Mehr Info unter wolf@uni-bremen.de http://www.ifeb.uni-bremen.de/wolf http://www.slideshare.net/kadewe cc by Karsten D. Wolf 2007
  59. 59. Mehr Info unter… Mail wolf@uni-bremen.de News http://www.ifeb.uni-bremen.de/wolf http://tinyurl.com/3kvfyq (Newsfeed) Software http://www.everlearn.info Blog http://blog.didactalab.de Ntwrk FaceBook, Xing, LinkedIn, Ning Slides http://www.slideshare.net/kadewe URLs http://del.icio.us/kadewe Teach http://www.everlearn.info Wiki http://www.didactalab.de/assessment http://www.didactalab.de/repf

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