Eine explorative Untersuchung zu einem digitalen Rollenspiel in der beruflichen Lehrpersonenbildung
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Abstract
" In der Professionalisierung von Lehramtsstudierenden tritt die Förderung der digitalen Medienkompetenzen weiter in den Fokus. Obwohl digitale Spiele in der Lebenswelt von Schülerinnen und Schülern sowie Lehrenden als Digital Natives und Gamer Generation Teachers angekommen sind, bleibt deren Einsatz in Form des Digital Game-Based Learning im Lehramtsstudium hinter den Erwartungen. Der vorliegende Beitrag befasst sich mit dem digitalen Rollenspiel InCoLearn, das den gemeinsamen Erwerb professionsorientierter Kompetenzen und die Reflexion von Lehrmethoden und Unterrichtssituationen im beruflichen Lehramt ermöglichen soll. Die Untersuchung unter Einsatz des Prototyps liefert Ergebnisse zu den geschlechter- und nutzungsspezifischen Unterschieden und Einstellungen zu digitalen Spielen." (Autorenreferat ; BIBB-Doku)
"In the professionalization of aspiring teachers, the fostering of digital media competencies is increasingly coming into focus. Although digital games predominantly arrived in the lifeworld of students and teachers as digital natives and gamer generation teachers, their application in form of Digital Game-Based Learning in teacher training stays behind expectations. This paper deals with the digital role-playing game InCoLearn which shall enable the collaborative acquisition of vocational competencies and the reflection on teaching methods and classroom situations in vocational lectureship. The investigation employing the prototype provides results on gender- and user-specific differences and attitudes towards digital games." (Author's abstact ; BIBB-Doku)
"In the professionalization of aspiring teachers, the fostering of digital media competencies is increasingly coming into focus. Although digital games predominantly arrived in the lifeworld of students and teachers as digital natives and gamer generation teachers, their application in form of Digital Game-Based Learning in teacher training stays behind expectations. This paper deals with the digital role-playing game InCoLearn which shall enable the collaborative acquisition of vocational competencies and the reflection on teaching methods and classroom situations in vocational lectureship. The investigation employing the prototype provides results on gender- and user-specific differences and attitudes towards digital games." (Author's abstact ; BIBB-Doku)
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