Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project
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 an...
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Nomos Verlagsgesellschaft mbH & Co. KG
2020-03-01
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Series: | Studies in Communication, Media |
Online Access: | https://www.nomos-elibrary.de/10.5771/2192-4007-2020-1-89 |
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doaj-c50af61b7b1242708660f399dc64a1e62020-11-25T03:02:51ZdeuNomos Verlagsgesellschaft mbH & Co. KGStudies in Communication, Media2192-40072020-03-01918912410.5771/2192-4007-2020-1-89105771219240072020189Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design projectVera SchwarzGerit GötzenbruckerFares KayaliChristiane GrillPeter PurgathoferOur 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.https://www.nomos-elibrary.de/10.5771/2192-4007-2020-1-89 |
collection |
DOAJ |
language |
deu |
format |
Article |
sources |
DOAJ |
author |
Vera Schwarz Gerit Götzenbrucker Fares Kayali Christiane Grill Peter Purgathofer |
spellingShingle |
Vera Schwarz Gerit Götzenbrucker Fares Kayali Christiane Grill Peter Purgathofer Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project Studies in Communication, Media |
author_facet |
Vera Schwarz Gerit Götzenbrucker Fares Kayali Christiane Grill Peter Purgathofer |
author_sort |
Vera Schwarz |
title |
Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project |
title_short |
Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project |
title_full |
Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project |
title_fullStr |
Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project |
title_full_unstemmed |
Voxel generation. Raising awareness for informatics and society among high-school pupils through a game-design project |
title_sort |
voxel generation. raising awareness for informatics and society among high-school pupils through a game-design project |
publisher |
Nomos Verlagsgesellschaft mbH & Co. KG |
series |
Studies in Communication, Media |
issn |
2192-4007 |
publishDate |
2020-03-01 |
description |
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. |
url |
https://www.nomos-elibrary.de/10.5771/2192-4007-2020-1-89 |
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