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Game based learning in der Praxis

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Einführung in game-based-learning, Einsatz in Dtl. an Bildungseinrichtungen, Lernen in Spielen, Anwendungsbeispiele

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  • DOWNLOAD THE BOOK INTO AVAILABLE FORMAT (New Update) ......................................................................................................................... ......................................................................................................................... Download Full PDF EBOOK here { https://urlzs.com/UABbn } ......................................................................................................................... Download Full EPUB Ebook here { https://urlzs.com/UABbn } ......................................................................................................................... Download Full doc Ebook here { https://urlzs.com/UABbn } ......................................................................................................................... Download PDF EBOOK here { https://urlzs.com/UABbn } ......................................................................................................................... Download EPUB Ebook here { https://urlzs.com/UABbn } ......................................................................................................................... Download doc Ebook here { https://urlzs.com/UABbn } ......................................................................................................................... ......................................................................................................................... ................................................................................................................................... eBook is an electronic version of a traditional print book THE 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 THE 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 eBOOK .............................................................................................................................. Art, Biography, Business, Chick Lit, Children's, Christian, Classics, Comics, Contemporary, CookBOOK, 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, EBOOK, 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 THE 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 THE 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 THE Will Help You Succeed, ......................................................................................................................... .........................................................................................................................
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Game based learning in der Praxis

  1. 1. Game-based-learning in der Praxis Möglichkeiten und Grenzen eines Lernmediums Lorenz Matzat Inhalt ‣ Fragestellungen EduCamp 2010 HH, 2. Tag ‣ Rahmenbedingungen ‣ Lernsoftware vs. Lernspiele ‣ Bildung durch Computerspiele ‣ Einsatz im Unterricht ‣ Praxisbeispiele
  2. 2. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 2 Fragestellungen: ‣ Warum kommen Video- und Computerspiele an Bildungseinrichtungen in Deutschland kaum zum Einsatz? ‣ Welche Möglichkeiten bieten Computerspiele zum Lernen? ‣ Wie kann der Einsatz im Unterricht/in Workshops aussehen? Abbildung - 1701 AD
  3. 3. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 3 Rahmenbedingungen 1/2 ‣ Mindestens ein Drittel aller Jugendlichen spielt regelmäßig am Bildschirm. ‣ Computernutzung:
  4. 4. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 4 Rahmenbedingungen 2/2 ‣ An Schulen: 2006 teilten sich im Durchschnitt 11 Schüler einen Computer. ‣ 16 Prozent der Schüler benutzen mehr als einmal in der Woche einen Computer im Unterricht, meistens in einem Computerraum/-kabinett. ‣ Die Hälfte des Lehrpersonals an deutschen Schulen ist über 50 Jahre alt. ‣ Die Meinung von Erwachsenen gegenüber Bildschirmspielen ist von dem medialen/ politischen Diskurs über “Killerspiele” geprägt.
  5. 5. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 5 Lernsoftware vs. Lernspiele 1/2 E-Learning computergestütztes Lernen ‣ klassische Lernsoftware ‣ “digitale Lernspiele” offline, z.B. Vokabeltrainer ‣ “Spiele für Bildungszwecke” ‣ Lernplattformen - online ‣ “digital game-based-learning” z.B. Sharepoint, Moodle ‣ “Educational Gaming” ‣ Web 2.0 Methoden ‣ genuine Lernspiele (Blog, Podcast, Wiki) ‣ kommerzielle S. (off-the-shelf) ‣ Simulationen ‣ “Serious Games” ‣ virtuelle Welten
  6. 6. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 6 Lernsoftware vs. Lernspiele 2/2 ‣ Computerspiel: Regeln - Rolle - Handlung ‣ Spiele erzeugen ein Szenario mit einem Regelwerk ‣ Der Spieler schlüpft in eine Rolle - abstrakt wie bei einem Strategiespiel oder als “Ich-Erzähler” in eine “Egoshooter”-Perspektive ‣ Das Spielziel definiert die Handlung Abbildung - Global Conflicts: Palestine
  7. 7. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 7 Lernen mit Computerspielen 1/2 ‣ Immersion "Neben dem `Verschmolzensein` mit der Umwelt zeichnet sich das Flow-Erlebnis auch durch ein Gefühl der Kontrolle über die ausgeübte Tätigkeit bzw. das eigene Handeln aus. Insbesondere Aktivitäten, bei denen man theoretisch alle Anforderungen erfüllen kann, die also kontrollierbar sind, begünstigen Flow-Erlebnisse” (Hans-Bredow-Institut) ‣ Feedback "Die Interaktion mit einem Spiel verlangt einen ständigen Kreislauf des Formulieren von Hypothesen, deren Ausprobieren und deren Überprüfung.” (Richard van Eck)
  8. 8. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 8 Lernen mit Computerspielen 2/2 ‣ Computerspiele fordern Schüler heraus; verlangen durch Vereinnahmung völlige Konzentration; geben unmittelbare Rückmeldung über Erfolg und Misserfolg; sind an die eigene Leistung anpassbar; Selbstlernen ‣ "Das Beste an den besten Spielen ist, dass sie von Kindern intensives Lernen verlangen. Hat man je von einem Spiel gehört, das mit seiner Einfachheit beworben wurde?” (Erziehungswissenschaftler Seymour Papert) Abbildung - Civilization IV
  9. 9. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 9 Einsatz im Unterricht ‣ Notwendige technische Voraussetzungen ‣ Finanzielle Fragen der Beschaffung (gebrauchte Spiele, Sponsoring, Open Source Spiele, Online-Spiele) ‣ Kann hohen Zeitaufwand beim Vorbereiten für Lehrer bedeuten ‣ Einbettung punktuell möglich, etwa als begleitende Lernumgebung 1. Aufgabenstellung, 2. Einweisung für Schüler, 3. Spielen, 4. Auswertung ‣ Längst nicht alle Spiele geeignet; Beispiele sind für Fach Geschichte (Civilization), Erdkunde (Sim City), Physik (Phun, Crazy Machines) ‣ Formen: Gruppenarbeit, Einzelaufgabe, Klasse spielt gemeinsam per Beamer als “Tafel”, ggf. “Hausaufgabe”, aber auch “Spiel-Interpretation” etc.
  10. 10. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 10 http://fuse.microsoft.com/kodu/ http://www.immersiveeducation.com/missionmaker/ http://unity3d.com http://www.diesims2.de
  11. 11. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 11 Mittels Gamedesign kann in verschiedene Kompetenzen - nicht nur unmittelbar mediale - eingeführt bzw. können diese geschult werden: ‣ Konzeption, Analyse bestehender Spiele ‣ „Storytelling“, Spannungsbogen (Leveldesign) ‣ Produktionsprozess eines digitalen Mediums, Workflow, Teamarbeit ‣ Programmierung, 3D-Modelling, Musik, Soundesign Abbildung - Super Mario Bros., 1985
  12. 12. Lorenz Matzat: Game-based-learning in der Praxis - EduCamp 2010 HH 12 Lorenz Matzat www.educational-gaming.de www.creative-gaming.eu Verwendete Quellen: ‣ mpfs - Medienpädagogischer Forschungsverbund Südwest, "JIM Studie 2007 - Jugend, Information (Mulit-)Media", Stuttgart 2007, S. 33 ‣ Hans Bredow Institut, "Das deutsche Jugendschutzsystem im Bereich der Video- und Computerspiele", Hamburg 2007, S. 54 ‣ Richard van Eck, "Digital Game-Based-Learning: It´s Not Just the Digital Natives Who are Restless", EDUCAUSE Review, März 2006, Washington ‣ Seymour Papert, "Does Easy Do It? Children, Games, and Learning", Game Developer, Ausgabe Juni 1998, S. 88 CC by:sa

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