Digital Simulation Games for Media Education. A Didactic Scenario
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| Title: | Digital Simulation Games for Media Education. A Didactic Scenario |
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| Language: | English |
| Authors: | Jasmin Bastian, Christian Toth, Christina Wolf |
| Source: | International Association for Development of the Information Society. 2022. |
| Availability: | International Association for the Development of the Information Society. e-mail: secretariat@iadis.org; Web site: http://www.iadisportal.org |
| Peer Reviewed: | Y |
| Page Count: | 5 |
| Publication Date: | 2022 |
| Document Type: | Speeches/Meeting Papers Reports - Evaluative |
| Descriptors: | Computer Games, Computer Simulation, Media Education, Blended Learning, Teaching Methods, COVID-19, Pandemics, Student Attitudes, Outcomes of Education, Metacognition, Concept Formation |
| Abstract: | The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games initiates reflection processes that change or deepen students' attitude towards hybrid learning concepts. For this purpose, N=300 students who participated in 12 simulation games were surveyed by means of a questionnaire as part of a pre-post design. [For the complete proceedings, see ED639262.] |
| Abstractor: | As Provided |
| Entry Date: | 2024 |
| Accession Number: | ED639284 |
| Database: | ERIC |
| Abstract: | The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games initiates reflection processes that change or deepen students' attitude towards hybrid learning concepts. For this purpose, N=300 students who participated in 12 simulation games were surveyed by means of a questionnaire as part of a pre-post design. [For the complete proceedings, see ED639262.] |
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