Lernen in immersiven virtuellen Welten aus der Perspektive der Mediendidaktik

Autor/innen

  • Josef Buchner Universität Duisburg-Essen
  • Miriam Mulders

DOI:

https://doi.org/10.21243/mi-02-20-22

Schlagworte:

Virtual Reality (VR) Technologien, Lehrsetting, Lernsetting, technologiegestützten Lernumgebungen, virtuelle Welten, Lernszenarien, Lehrszenarien, VR-Brille

Abstract

Virtual Reality (VR) Technologien können Lehr- und Lernsettings bereichern, oftmals ist der Einsatz jedoch technologiegetrieben. Aus der Perspektive der Mediendidaktik sollte die Konzeptionierung bei technologiegestützten Lernumgebungen nicht ausschließlich auf spezifische Merkmale der Technologie, bei VR etwa die Immersion, fokussieren, sondern ein Bildungsanliegen adressieren und anregende Lernaktivitäten für die Lernenden anbieten. Welche Aktivitäten besonders in immersiven virtuellen Welten ermöglicht werden können, fasst dieser Beitrag zusammen. Weiters skizzieren wir Beispiele aus der Praxis und geben Einblicke in ein spannendes Feld, welches zukünftig für alle Bildungsbereiche bedeutsamer werden wird. Gleichzeitig wollen wir Lehrende und Forschende bereits jetzt dazu ermutigen, VR für eigene Lehr- und Lernszenarien zu nutzen und den Einsatz zu beforschen.

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Veröffentlicht

2020-06-21

Zitationsvorschlag

Buchner, J., & Mulders, M. (2020). Lernen in immersiven virtuellen Welten aus der Perspektive der Mediendidaktik. Medienimpulse, 58(02), 23 Seiten. https://doi.org/10.21243/mi-02-20-22