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Die Spielweisen einer Community: Spielbetrieb Erwachsenenbildung

[journal article]

Orthey, Frank Michael

Abstract

Das Lernen in digitalen Spielen hat in den letzten Jahren viele ökonomische und pädagogische Hoffnungen geweckt. Zweifellos finden im Rahmen des Spiels Lernvorgänge statt, und mit gestiegener Komplexität dieser Spiele sind durchaus erhebliche Kompetenzzuwächse möglich. In einem Dreischritt von der L... view more

Das Lernen in digitalen Spielen hat in den letzten Jahren viele ökonomische und pädagogische Hoffnungen geweckt. Zweifellos finden im Rahmen des Spiels Lernvorgänge statt, und mit gestiegener Komplexität dieser Spiele sind durchaus erhebliche Kompetenzzuwächse möglich. In einem Dreischritt von der Lehr-Lern-Forschung über die Emotions- zur Motivationspsychologie werden die Potenziale des Lernens im Spiel ausgelotet. Dann erfolgt der entscheidende Schritt zur Gestaltung intentionaler Lernprozesse in Digital Learning Games. Lässt sich das Lernpotenzial des Spiels hierhin gefahrlos übertragen? Die Autoren zeigen dabei vor allem eines: Das Lernen in Spielen kann nicht ohne weiteres durch das Lernen mit Spielen nachempfunden werden.... view less


The ways in which computer games can affect learning are identified using the example of games for fun, starting out with the aspect of research into learning and teaching theory. Approaches used in behaviourism, cognitivism and individual and social constructivism are compared. In the psychology of... view more

The ways in which computer games can affect learning are identified using the example of games for fun, starting out with the aspect of research into learning and teaching theory. Approaches used in behaviourism, cognitivism and individual and social constructivism are compared. In the psychology of emotions, activating and deactivating emotions are distinguished with regard to their learning effect. From the point of view of the psychology of motivation, special emphasis is placed on the self-determination theory, as it stresses the basic needs for experiences of one's own competence, for autonomy and for social integration. The spotlight then moves on to games which are specially designed for learning purposes. The authors provide a quality criteria grid which, if followed, ensures learning is encouraged as much as possible.... view less

Keywords
educational motivation; psychology of learning; research; learning; teaching; emotionality; educational offerings; playing; digitalization; adult education; communication

Classification
General Psychology
Interactive, electronic Media
Curriculum, Teaching, Didactics
Vocational Training, Adult Education

Document language
German

Publication Year
2009

Page/Pages
p. 41-44

Journal
DIE Zeitschrift für Erwachsenenbildung, 16 (2009) 3

Issue topic
Bildung und Spiel

DOI
https://doi.org/10.3278/DIE0903W041

ISSN
0945-3164

Status
Published Version; peer reviewed

Licence
Creative Commons - Attribution-Noncommercial-No Derivative Works 1.0


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© 2007 - 2025 Social Science Open Access Repository (SSOAR).
Based on DSpace, Copyright (c) 2002-2022, DuraSpace. All rights reserved.