Continuing digitalisation is a macrosocial phenomenon – dealing with it is a macrosocial task. For the educational field, it does not only concern a change of teaching-learning situations due to digital media but also the issue of contributing to the changing situation - without excluding certain groups. According to the author, the issue of digitalisation does not allow federal disputes and segment-specific separation of educational areas.
How can virtual spaces, digital media and its potential be utilised for cultural education programmes? The authors analyse the issue by looking at three good practice examples from adult education centres and point out the contributive effect of a reasonable and elaborate use of digital tools in cultural education for the participants’ digital education.
Bildungstechnologie, so Isabell Grundschober im Stichwort, sollte didaktisch so ausgerichtet und eingesetzt werden, »dass Lernprozesse unterstützt werden und die Lernenden ihr Wissen, ihre Fähigkeiten und Kompetenzen in konkreten Situationen besser einsetzen können.« Neben Beiträgen zur Qualitätsfrage von digitalen Technologien (Schmidt-Hertha), zur Situation der EdTech-Branche (Schmid), zur Professionalisierung der Bildungstechnologie (Weinberger & Niegemann) und zur Zukunftstechnologie Blockc…
The author presents the idea of Web 2.0 providing new opportunities for the political participation of citizens. First, he evaluates possible target groups. Corresponding empirical observations reveal a distinction between those who have arrived in the world of digital content and those who have not. Political education focuses on so called »digital outsiders« to avoid long-term representation deficits caused by an increasingly digitalized democracy. In conclusion, necessary competences of poli…
Bildung und Spiel – das ist mehr als die mutmaßlich gewürfelte Schulnote, die eine Bildungsbiografie ausbremst. Spiele, das ist die These dieses Heftes, sind anders als das Leben, aber weil sie uns in Distanz zur Wirklichkeit setzen, ermöglichen die Bildung. Ihr Lern- und Bildungspotenzial entfalten sie als Computerspiel ebenso wie als Gruppen- oder Strategiespiel. Der Einsatzbereich, das zeigen die Beiträge dieses Heftes, reichen von der Alphabetisierungsarbeit bis in die betriebliche Weiterbi…
The ways in which computer games can affect learning are identified using the example of games for fun, starting out with the aspect of research into learning and teaching theory. Approaches used in behaviourism, cognitivism and individual and social constructivism are compared. In the psychology of emotions, activating and deactivating emotions are distinguished with regard to their learning effect. From the point of view of the psychology of motivation, special emphasis is placed on the self-…
“Bildung” and Biography in Self-organized Learning If subjects of learning are related to the learners thinking and acting in past or future, learning gains a biographic dimension. The notion of “bildung” can be attributed to a learning process, when frames of interpretation get transformed and re-arranged. The councelling of learning in a learning environment opens spaces, where learning processes like this can come true. This interrelation is examined in the contribution with an analysis o…