Today, playing is often also digital playing: whether indoors or outdoors, together or alone, sitting or moving. Computer games have become a cultural asset. Digital gaming is now part of the lifeworld of many children and young people. Urban gaming, for example, opens up new play spaces, while virtual and augmented reality expand the possibilities for action. And making and coding combine programming, tinkering and fiddling in a playful way.
How does pedagogy integrate these developments? How can schools and extracurricular educational and experiential fields value and use the media and cultural experiences of children and young people? How can the promotion of self-efficacy, participation, creativity and critical faculties be used pedagogically?
This handbook offers answers from theory and practice, drawing on game theory, media education, and cultural and media studies. The Dieter Baacke Prize is awarded annually to projects that are created with children and young people. This handbook contains award-winning media education projects and interviews on experiences with media education work. The practical examples show how digital gaming becomes pedagogically effective and what diverse educational opportunities and experiential spaces it opens up in schools, youth and cultural work.
Bibliographic data: Dieter Baacke Prize, Handbook 1. Friederike von Gross/Renate Röllecke (eds.): Make, Create & Play. Media Education between Creativity and Play.
Obtain from: www.kopaed.de
German Federal Ministry for Family Affairs, Senior Citizens, Women and Youth (BMFSFJ)
Growing Up Well with Media (GAmM)