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Kompetenzförderung durch Computerspiele

Kompetenzförderung durch Computerspiele


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About the Book

Bachelorarbeit aus dem Jahr 2017 im Fachbereich Pädagogik - Sonstiges, Note: 1,3, Universität Paderborn, Sprache: Deutsch, Abstract: Das Spielen von Computerspielen ist ein Thema, das für viele Menschen womöglich noch immer mit der Vorstellung von Jugendlichen verbunden ist, die exzessiv zum größten Teil gewaltverherrlichende Spiele konsumieren. Negative Aspekte wie die Debatten um "Killerspiele" und die Suchtgefahren bei der Nutzung von Computerspielen haben lange Zeit die Berichterstattungen dominiert, obwohl Forschungsarbeiten, die sich mit den negativen Auswirkungen von Computerspielen beschäftigten, keine eindeutigen Ergebnisse lieferten. So haben beispielsweise Trudewind und Steckel in einer Studie von 1998 eine Abschwächung der Fähigkeit zur Empathie bei 8 bis 14-Jährigen nachgewiesen. Eine australische Studie mit dem Titel "Computer Games and Australians Today" hingegen führte im Zeitraum von vier Jahren Umfragen durch und konnte keinerlei negative Auswirkungen von Computerspielen nachweisen. Es hat sich gezeigt, dass die Auswirkungen von Computerspielen vielfältig sein können und nicht als gefährlich oder nützlich, gut oder schlecht abgetan werden dürfen. Im Laufe dieser neuen Betrachtungsweise der Spiele hat auch die Forschung vermehrt die Möglichkeiten untersucht, die Computerspiele potenziell liefern können. Die heutige Betrachtung von Computerspielen hat sich verlagert, was auch dadurch begründet ist, dass das Medium Computerspiel in der Gesellschaft einen neuen Stellenwert erlangt hat. Inzwischen berichten Leitmedien wie der Spiegel oder die Zeit über neu erschienene Computerspiele. 2009 wurde zum ersten Mal der Deutsche Computerspielpreis vergeben. Das Computerspiel ist als Kulturgut zunehmend in der Gesellschaft akzeptiert. Als Beitrag zu der erweiterten und sachlichen Betrachtungsweise des Mediums Computerspiel geht diese Arbeit der Frage nach, inwieweit Computerspiele positive Eigenschaften an die Nutzer vermitteln können. Genauer wird Folgend


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Product Details
  • ISBN-13: 9783668880542
  • Publisher: Bod Third Party Titles
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 46
  • Spine Width: 3 mm
  • Weight: 122 gr
  • ISBN-10: 3668880549
  • Publisher Date: 22 Dec 2018
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Sub Title: Eine Betrachtung des kompetenzfördernden Potenzials unterhaltender Computerspiele anhand von StarCraft 2
  • Width: 148 mm


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