Quest to Learn - Games as a fundament for learning
Quest to Learn is a novel school concept in which computer games play an important role. Not only to the extent that games are repeatedly used as teaching materials and pupils are taught how to develop games themselves. The didactics, the methods and instruments with which knowledge is conveyed are also based on foundations of game studies. How does one motivate classes? How can one help them work cooperatively? What strategies for solving problems are available? Many answers can be found in the games theory formulated by scientists and pedagogues, and which can be continuously tried out in the Quest to Learn school. Rachelle Vallon is a teacher at the school in Manhattan. In her keynote she explains the didactic concept and tells us about the everyday routine of a highly unusual school.
Youth protection in real life
Youth media protection ? in the age of the limitless Internet, binge watching and the exhaustive spread of smartphones among young people, practical approaches are called for. Solutions that also help in real life. The teacher Tobias Hübner has been incorporating digital media into his teaching for many years. He also knows what the media consumption of his pupils looks like and what they really need to be protected from. Here the question is posed of how to protect them. For mobile phone and online games, for example, there is still no uniform age recommendation like the USK seal for PC and console games. This although the popularity of both platforms is increasing constantly. The international IARC standard could help and, if some youth protection agencies and politicians have their way, could regulate a great deal more than merely games.
Games in the school: challenges and areas of ambivalence
Digital games today are a self-explanatory part of the lives of children and youth, and it is principally presumed in the context of research that something can be learned with serious games and digital games in general. With regard to the question of the use of digital games, however, it should be kept in mind that playful learning in a formalised context has hardly nor does it now play any significant role in the German tradition within the school system. There are also other challenges facing the integration of digital games into the school classroom. The lecture therefore for one thing illuminates potential for the use of digital games in the school classroom, as well as the challenges and ambivalent aspects involved, provides results from the research and points out possibilities for making school routine more playful.
Schools and games in school practice: perspectives and forecasts
An open, playful form of discussion in which the points addressed by Prof. Sonja Ganguin will be discussed in more detail. With the teacher Vera Servaty and the pupil Vanessa Hoch, speakers that can report with a practical focus will round off the panel.
Games in the library! Media pedagogic approaches and perspectives
Libraries are also undergoing a digital transformation. Most public libraries provide their customers with online offerings and ebooks for borrowing. The offering of digital media carriers is increasing on the whole. This is supplemented by readings, thematic areas of focus and other actions meant to preserve public libraries as social locations. Especially with a view to remaining attractive for young people, a selection of computer games is immensely important. However, games are a complete mystery to many staff members. Which games are suitable? Which are not only age-appropriate but also (pedagogically) valuable, and how can games be sensibly integrated into workshops and other curated programmes?
GrenzGamer – games in journalism training
“Boundaries are everywhere. They keep people at a distance, classify them, block them. However, boundaries are also overcome", is the message at the website of GrenzGamer, a joint project of the Deutsche Journalistenschule (DJS) and Matthias Kreienbrink, a free journalist from Berlin. The goal of the project: showing that articles about games can be more than recommendations for purchase; that computer games can offer a framework for discussing themes of social relevance. The thematic field that opens up “boundaries” extends from Brexit through refugees to gaming in German prisons. Authors and students of the DJS will present select texts. Also a topic will be the boundary that is sometimes still insurmountable for sophisticated games reporting – that in the editorial office.