Voxel generation Raising awareness for informatics and society among high-school pupils through a game-design project

被引:0
作者
Schwarz, Vera [1 ,2 ]
Goetzenbrucker, Gerit [2 ]
Kayali, Fares [3 ]
Grill, Christiane [4 ]
Purgathofer, Peter [5 ]
机构
[1] Univ Vienna, Dept Polit Sci, Univ Str 7, A-1010 Vienna, Austria
[2] Univ Vienna, Dept Commun, Wahringerstr 29, A-1090 Vienna, Austria
[3] Univ Vienna, Ctr Teacher Educ, Porzellangasse 4, A-1090 Vienna, Austria
[4] Univ Mannheim, Mannheimer Zentrum Europa Sozialforsch, D-68131 Mannheim, Germany
[5] TU Wien, Human Comp Interact Grp, Argentinierstr 8, A-1040 Vienna, Austria
来源
SCM STUDIES IN COMMUNICATION AND MEDIA | 2020年 / 9卷 / 01期
关键词
Informatics and society; game design; social learning; adolescents; internet use; DOUBLE-STANDARDS; GENDER; HARASSMENT;
D O I
10.5771/2192-4007-2020-1-89
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Our research project was aimed at teaching high-school pupils game design skills and raising their awareness for the subject area "informatics and society." A project-based-teaching approach enabled us to incorporate social learning by having teams of pupils work on informatics-and-society topics and subsequently design their own games. The focus of this article is an online survey conducted twice, at the beginning and end of the pupils' project participation, showing if and how the participants' attitudes towards and awareness of informatics and society changed during this school year. We discuss the most important survey results, also in relation to studies on internet use of adolescents in the German-speaking countries. Additionally, an evaluation group discussion with the involved teachers provides expert validity. We found that our project-based and social-learning approach was successful in raising awareness for informatics and society as well as in teaching game design.
引用
收藏
页码:89 / 124
页数:36
相关论文
共 82 条
  • [1] Abt ClarkC., 1970, SERIOUS GAMES
  • [2] [Anonymous], 2012, The Oxford Handbook of HumanMotivation, DOI DOI 10.1093/OXFORDHB/9780195399820.013.0006
  • [3] [Anonymous], 2004, Theory of Fun for Game Design
  • [4] ARD/ZDF Projektgruppe Multimedia [ARD/ZDF], 2017, ARD ZDF ONL 2017 KER
  • [5] Young users and the digital divide: readers, participants or creators on Internet?
    Ballano, Sonia
    Cynthia Uribe, Ana
    Munte-Ramos, Rosa-Auria
    [J]. COMMUNICATION & SOCIETY-SPAIN, 2014, 27 (04): : 147 - 155
  • [6] Baumgartner P., 2000, SCHRIFTENREIHE WIRTS, V26, P247
  • [7] Sexual harassment in online communications: Effects of gender and discourse medium
    Biber, JK
    Doverspike, D
    Baznik, D
    Cober, A
    Ritter, BA
    [J]. CYBERPSYCHOLOGY & BEHAVIOR, 2002, 5 (01): : 33 - 42
  • [8] Braun U., 2014, EXZESSIVE INTERNETNU
  • [9] Brown StuartL., 2009, Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul
  • [10] Cohn R. C., 1975, SCHWEIZER SCHULE, V62, P737, DOI [10.5169/seals-533802, DOI 10.5169/SEALS-533802]