Jugendliche Alltagsgestaltung Und Identitätsbildung Mit Fantasy-Rollenspielen – Schule Öffnen Für Elemente Des Spiels Und Spielerische Aktionsformen

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Jugendliche Alltagsgestaltung Und Identitätsbildung Mit Fantasy-Rollenspielen – Schule Öffnen Für Elemente Des Spiels Und Spielerische Aktionsformen Jugendliche Alltagsgestaltung und Identitätsbildung mit Fantasy-Rollenspielen – Schule öffnen für Elemente des Spiels und spielerische Aktionsformen Dissertation Zur Erlangung des akademischen Grades eines Doktors der Philosophie (Dr. phil.) im Fachbereich 1 Erziehungswissenschaften/ Humanwissenschaften der Universität Gesamthochschule Kassel vorgelegt von: Roman Riedel Mainz, November 2004 1. Die Alltagsgestaltung von Jugendlichen und deren Integration in das schulische Umfeld ................................1 1.1 Schule und jugendlicher Alltag..........................................................................................................................1 1.2 Erste Annäherung: Elemente, Szenen und Episoden aus der Perspektive des Jugendlichen......................3 1.3 Zweite Annäherung: Beobachtung und Selbstreflexion des Lehrers...........................................................5 1.4 Dritte Annäherung: Encoding/ Decoding als Grundformen jugendlicher Alltagsgestaltung......................8 1.5 Vierte Annäherung: Jugendliche Alltagskompetenzen und der aktuelle Bildungsbegriff .....................11 1.6 Erste Sichtung und theoretische Einordnung.................................................................................................14 1.7 Überblick und Plan zur Untersuchung............................................................................................................15 2. Perspektive und Fokus - Literaturbericht und wissenschaftlicher Bezugsrahmen.............................................21 2.1 Forschungsstand bei Fantasy-Rollenspielen..................................................................................................21 2.2 Theoretische Zugänge und wissenschaftlicher Bezugsrahmen ..................................................................24 2.2.1 Encoding-/ Decoding-Modell der Semiotik und Cultural Studies...................................................25 2.2.2 Bedeutungs- und Subjektkonstitution in einer mediatisierten Gesellschaft...................................39 2.2.3 Jugendliche Selbst-Sozialisation als "Produktive Realitätsverarbeitung"......................................52 2.2.4 Reflexivität und Erlebnisrationalität.....................................................................................................60 2.2.5 Psychologie der Alltagsgestaltung - Intrinsische Motivation und "Flow" .....................................77 2.2.6 Fantasy-Rollenspiele als ein Element der Ästhetisierung von Alltagswirklichkeit mittels kollektiver Fiktionalisierung...................................................................................................102 3. Darstellung der Methode: teilnehmende Beobachtung, qualitatives Interview und qualitative Materialanalyse............................................................................................................................................................127 3.1 Teilnehmende Beobachtung...........................................................................................................................130 3.2 Qualitative Interviews......................................................................................................................................139 3.3 Qualitative Analyse von Materialien.............................................................................................................146 3.4 Beschreibung der beobachteten Gruppe von Jugendlichen.......................................................................149 4. Fantasy-Rollenspiele – ein Medien-, Text - und Ereignis -Arrangement als Angebot.....................................153 4.1 Das Genre FRPG..............................................................................................................................................155 4.2 Formate...............................................................................................................................................................167 4.3 FRPG-Markt ......................................................................................................................................................175 4.4 Welche FRPG spielen die Jugendlichen dieser Untersuchung?...............................................................182 4.4.1 Magic: The Gathering - Collectible/ Trading Card Game ..............................................................183 4.4.2 "BattleTech" – Krieg im 31. Jahrhundert ..........................................................................................185 4.4.3 Das Schwarze Auge – Reisen in "Aventurien".................................................................................195 4.5 Das Fantasy-Rollenspiel-Angebot als erlebnisrationaler Text .................................................................199 5. Fantasy-Rollenspiele - ein Medien-, Text - und Ereignis —Arrangement in der Nutzung.................................209 5.1 Die Jugendlichen schaffen sich einen Rahmen ...........................................................................................212 5.2 Die Jugendlichen produzieren Objekte und Texte......................................................................................228 5.3 Die Jugendlichen gestalten Beziehungen: Interaktions- und Sozialformen ...........................................237 5.4 Die Jugendlichen ziehen weitere Objekte, Texte, Medien und Ereignisse hinzu..................................260 5.5 Die Jugendlichen entwickeln ein typisches Arrangement aus Objekten, Texten, Medien und Ereignissen.................................................................................................................................................302 6. Der Beitrag von Schule zur gelingenden Gestaltung von Lebenswelt – Versuch einer pädagogischen Schlussfolgerung.........................................................................................................................................................311 6.1 Jugendliche Subjektkonstitution als erfolgreiche Selbstsozialisation .....................................................311 6.2 Reformulierung des pädagogischen Auftrags für die Schule: Vom Erziehungs- zum Dialogparadigma ..............................................................................................................................................316 6.3 Förderung von Individuation und Gestaltungskompetenzen durch eine individualisierte Lernkultur...324 6.3.1 Bereitstellung von geschützten und moderierten Kontexten (Räumen) für Formen jugendlicher Individuationsprozesse..........................................................................................................................324 6.3.2 Lernen mit Medien ................................................................................................................................330 6.3.3 Intrinsische Motivierung.......................................................................................................................336 6.3.4 Kompetenzen reflexiver Alltagsgestaltung: Bildung als kritische Selbstbildung.............................338 6.4 Praktische Perspektiven einer Implementierung bzw. Lokalisierung......................................................340 7. Verzeichnis der Abkürzungen und spieltechnischen Fachtermini......................................................................361 8. Literaturverzeichnis ....................................................................................................................................................367 9. Danksagung..................................................................................................................................................................386 10. Appendizes (CD-ROM) 1 Die Alltagsgestaltung von Jugendlichen und deren Integration in das schulische Umfeld Jacques Prévert : Le cancre1 Der schlechte Schüler Il dit non avec la tête Mit dem Kopf sagt er nein Mais il dit oui avec le coeur doch er sagt ja mit dem Herzen il dit oui á ce qu'il aime er sagt ja zu allem was er liebt il dit non au professeur er sagt nein zu seinem Lehrer il est debout er steht aufrecht on le questionne man befragt ihn et tous les problèmes sont posès und alle Aufgaben sind gestellt soudain le fou rire le prend als plötzlich et il efface tout ein tolles Lachen ihn befällt les chiffres et les mots und er löscht alles aus les dates et les noms die Wörter und die Zahlen les phrases et les pièges die Daten und die Namen et malgré les menaces du maitre die Sätze und die Qualen sous les huées des enfants prodiges Und den Drohungen des Lehrers zum Trotz avec des craies de toutes les couleurs unter dem Geschrei der Wunderkinder sur le tableau noir du malheur zeichnet er mit Kreiden in allen Farben il dessine le visage du bonheur. auf die schwarze Tafel des Missgeschicks das Angesicht des Glücks. 1. Die Alltagsgestaltung von Jugendlichen und deren Integration in das schulische Umfeld 1.1 Schule und jugendlicher Alltag2 Préverts Gedicht beschreibt anschaulich, wie es einem Schüler gelingt, innerhalb des schulischen Alltags mit eigenem Handeln diesem Sinn und Bedeutung zu geben. Während die Erwachsenen und Angepassten sein Verhalten als jugendlichen Widerstand mehr oder minder bewusst fehl deuten, gelingt ihm eine kreative Gestaltung seiner Umwelt und das Erleben von Glück. Préverts Schüler kann seiner Schule zurecht nur mit einer rigorosen Feindschaft begegnen. Ihrer impliziten Aufforderungen, sich zu unterwerfen, stellt er seinen Stolz und seinen Trotz entgegen, der einem
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