Digitale Spiele Und Ökonomische Bildung - Theorieband Digitale Spiele Und Ökonomische Bildung - Theorieband

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Digitale Spiele Und Ökonomische Bildung - Theorieband Digitale Spiele Und Ökonomische Bildung - Theorieband UNIVERSITY PRESS Kommerzielle digitale Spiele dienen in erster Linie der Unterhaltung. Aller- dings haben sie auch das Potenzial, einen Beitrag zur ökonomischen Bildung zu leisten, sowohl im Rahmen des Schulunterrichts und von Arbeitsgemeinschaften als auch beim normalen Spielen in der Freizeit. Insofern richtet sich dieses Buch an eine breite Zielgruppe: Neben Wirtschaftsdidaktikern, Lehrkräften und Lehr- amtsstudierenden kann dieses Buch Impulse für Personen liefern, die digitale Spiele in Arbeitsgemeinschaften oder zur außerschulischen Jugendarbeit einsetzen und dabei wirtschaftsbezogenes Lernen anregen möchten. Weiterhin können die Ausführungen für Spieler und ihr familiäres Umfeld von Interesse sein. Im vorliegenden Band werden theoretische Grundlagen des wirtschaftsbezogenen Lernens mit digitalen Spielen erörtert, u.a.: - Allgemeine spielbezogene Themen wie Eigenschaften und kulturelle Bedeutung von Spielen, Genreeinteilungen, Nutzerverhalten und mögliche Risiken des Spielens. - Didaktische Aspekte des Lernens mit digitalen Spielen wie Selektionskriterien von Spielen, Spielereigenschaften sowie Kontexte und Phasen des Lernens mit Spielen. FAU Lehren und Lernen 4 - Wirtschaftsdidaktische und wirtschaftswissenschaftliche Grundlagen und ihr Zusammenhang zu digitalen Spielen. Der zugehörige Praxisband enthält Spielvorstellungen inklusive Analysen ihres Lernpotenzials, Empfehlungen zum Unterrichtseinsatz und Arbeitsmaterialien. Holger Arndt Digitale Spiele und ökonomische Bildung - Theorieband Digitale Spiele und ökonomische Bildung - Theorieband ISBN 978-3-96147-374-8 FAU UNIVERSITY PRESS 2020 FAU Holger Arndt Holger Arndt Digitale Spiele und ökonomische Bildung - Theorieband FAU Lehren und Lernen Band 4 Herausgeber der Reihe: Prof. Dr. Holger Arndt, Friedrich-Alexander-Universität Erlangen-Nürnberg (Didaktik Wirtschaft und Recht) Holger Arndt Digitale Spiele und ökonomische Bildung – Theorieband Erlangen FAU University Press 2020 Bibliografische Information der Deutschen Nationalbibliothek: Die Deutsche Nationalbibliothek verzeichnet diese Publikation in der Deutschen Nationalbibliografie; detaillierte bibliografische Daten sind im Internet über http://dnb.d-nb.de abrufbar. Bitte zitieren als Arndt, Holger. 2020. Digitale Spiele und ökonomische Bildung – Theorieband. FAU Lehren und Lernen Band 4. Erlangen: FAU University Press. DOI: 10.25593/978-3-96147-375-5. Das Werk, einschließlich seiner Teile, ist urheberrechtlich geschützt. Die Rechte an allen Inhalten liegen bei ihren jeweiligen Autoren. Sie sind nutzbar unter der Creative-Commons-Lizenz BY. Der vollständige Inhalt des Buchs ist als PDF über den OPUS-Server der Friedrich-Alexander-Universität Erlangen-Nürnberg abrufbar: https://opus4.kobv.de/opus4-fau/home Verlag und Auslieferung: FAU University Press, Universitätsstraße 4, 91054 Erlangen Druck: docupoint GmbH ISBN: 978-3-96147-374-8 (Druckausgabe) eISBN: 978-3-96147-375-5 (Online-Ausgabe) ISSN: 2511-0632 DOI: 10.25593/978-3-96147-375-5 Inhalt 1 Grundlagen zu digitalen Spielen .............................. 9 1.1 Merkmale von Spielen .................................................. 9 1.2 Begriff und Spezifika digitaler Spiele........................... 11 1.3 Geschichte digitaler Spiele .......................................... 12 1.4 Digitale Spiele als Kulturgut ....................................... 14 1.5 Wirtschaftliche Bedeutung und Monetarisierungsstrategien ....................................... 15 1.6 Nutzer und Nutzerverhalten ...................................... 17 1.7 Genres ......................................................................... 20 1.8 Nachteile und Risiken .................................................25 2 Lernen mit digitalen Spielen .................................. 29 2.1 Grundlegende Lerntheorien ....................................... 31 2.1.1 Behaviorismus ............................................................. 31 2.1.2 Kognitivismus ............................................................. 32 2.1.3 Konstruktivismus und didaktische Prinzipien .......... 33 2.2 Spielbezogene Theorien des Lernens ......................... 37 2.2.1 Motivation ................................................................... 37 2.2.2 Transfermodell von Fritz ........................................... 42 2.2.3 Experiential Learning Theory ................................... 43 2.2.4 Cognitive Theory of Multimedia Learning ............... 43 2.2.5 Cognitive Load Theory .............................................. 44 2.2.6 Zone of Proximal Development ................................ 46 2.2.7 Input-Process-Outcome Game Model ...................... 47 2.3 Exkurs: Systemisches Denken und Überwindung von Lernbarrieren in komplexen Systemen ............. 49 2.3.1 Dimensionen systemischen Denkens ....................... 49 2.3.2 Systemisches Denken und ökonomische Bildung .... 51 2.3.3 Lernen in komplexen Systemen: Lernen als Feedback-Prozess ……….………………..………52 2.3.4 Lernbarrieren in komplexen Systemen .................... 54 1 2.3.5 Verbessertes Lernen mit Modellen und digitalen (Simulations-)Spielen als Lernhilfe bei komplexen Phänomenen ............................................................... 55 2.3.6 Methoden zur Förderung systemischen Denkens .... 57 2.4 Kriterien zur Auswahl lernförderlicher Spiele ........... 61 2.5 Spielereigenschaften ................................................... 67 2.6 Intentionalität, Verlaufsphasen und Kontextualität des Lernens ................................................................. 75 2.6.1 Grundbegriffe und Zusammenhänge ........................ 75 2.6.2 Typische Phasen bei intentionalem Lernen .............. 77 2.6.3 Formelles Lernen im Unterricht ................................ 85 2.6.4 Semi-formelles Lernen .............................................. 89 2.6.5 Informelles Lernen in der Freizeit ............................. 93 2.7 Lernwirkungen ........................................................... 96 2.7.1 Allgemeine Lernwirkungen ...................................... 98 2.7.2 Domänenspezifisches Lernpotenzial ........................ 101 2.7.3 Ökonomische Lernwirkungen ................................. 107 3 Wirtschaft und ökonomische Bildung ................... 111 3.1 Kategoriale ökonomische Bildung ............................ 114 3.2 Wirtschaftliche Kategorien ........................................ 116 3.2.1 Die Zusammenhänge im Überblick .......................... 116 3.2.2 Bedürfnis - Nutzen .................................................... 119 3.2.3 Güter .......................................................................... 123 3.2.4 Effizienz, Nutzen-Kosten-Verhältnis, ökonomisches Prinzip, Rationalität, Homo oeconomicus ............................................................. 128 3.2.5 Entscheidung – Opportunitätskosten – Risiko – Zielkonflikt – Denk- und Urteilsfehler ................... 134 3.2.6 Gerechtigkeit ............................................................ 140 3.2.7 Kurzdarstellung weiterer Kategorien: Externe Effekte, Arbeitsteilung, Koordination, Vernetzung, Interdependenz ................................... 142 3.3 Lebenssituationsorientierte ökonomische Bildung . 145 3.4 Gegenstandsfelder ökonomischer Bildung .............. 148 2 3.4.1 Berufsorientierung .................................................... 148 3.4.2 Entrepreneurship Education .................................... 149 3.4.3 Finanzielle Bildung und ökonomische Verbraucherbildung ................................................. 151 3.4.4 Volkswirtschaftliche Gegenstandsfelder ................. 155 3.5 Kompetenzbereiche ...................................................... 157 4 Kommerzielle Spiele mit Lernpotenzial: Ausblick auf den Praxisband ................................................ 159 Literaturverzeichnis ..................................................... 165 Glossar ........................................................................... 187 Spieleverzeichnis .......................................................... 193 Stichwortverzeichnis .................................................... 197 3 Abbildungsverzeichnis Abb. 1: Arcade Spielautomaten .................................................. 12 Abb. 2: Nutzungsfrequenz digitaler Spiele ................................ 18 Abb. 3: Am häufigsten genutztes Gerät zum digitalen Spielen ............................................................................ 19 Abb. 4: Überblick der Zusammenhänge des Lernens mit digitalen Spielen ............................................................. 30 Abb. 5: Flow-Zustand ................................................................. 41 Abb. 6: Cognitive Theory of Multimedia Learning .................. 44 Abb. 7: Cognitive Load .............................................................. 46 Abb. 8: Input-Process-Outcome Game Model ......................... 48 Abb. 9: Double-Loop-Learning .................................................. 53 Abb. 10: Lernbarrieren in komplexen Systemen........................ 55 Abb. 11: Überwindung von Lernbarrieren durch Modellierung und Simulation ...............................................................56 Abb. 12: Typologie ausgewählter Modelliervarianten ...............58 Abb. 13: Lernpotenzial und Zeitbedarf digitaler Spiele ............ 62 Abb. 14: Spielertypen ................................................................. 70 Abb. 15: Spielertypentest, Beispiel Achiever ..............................74 Abb. 16: Lernkurven ausgewählter
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