Das digitale Spiel Minecraft gestaltet (Lern-)Welten und (Erinnerungs-)Kulturen
Keywords:
Computerspiele, Digitale Lehr-/Lernmedien, Erinnerung, Geschichtsvermittlung, Kommunikative Machtpositionen, Medien- und Partizipationskompetenzen, Partizipative MedienkulturenAbstract
Participatory media cultures are currently challenging educational institutions in various ways. On the one hand, virtual worlds are considered to be particularly participatory cultural spaces in which young people attend their own educational process in a self-determined manner, and on the other hand, digital media erodes the boundaries between media producers and media consumers so that the (academic) promotion of media and participation skills in adolescents once again comes to the fore. The article is based on two projects carried out as part of a master's thesis and a dissertation at the University of Vienna. As part of the master's thesis, the suitability of Minecraft as a memory medium was examined. A central concern of the dissertation project was to obtain information about the potential of digital games in the classroom and link it to questions about the effects of the use of the computer game Minecraft on the participation opportunities of schoolchildren from a gender-related perspective. One focus of the articles lies on the tension between collectively generated knowledge and authoritarian expert knowledge.
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