DIGITAL LIBRARY
ON SIMCITY AS A DIGITAL EXPERIENCE SPACE FOR THE COMPETENCIES DEVELOPMENT IN THE CONTEXT OF EDUCATION FOR SUSTAINABLE DEVELOPMENT
Hochschule Mittweida (GERMANY)
About this paper:
Appears in: INTED2021 Proceedings
Publication year: 2021
Pages: 8908-8915
ISBN: 978-84-09-27666-0
ISSN: 2340-1079
doi: 10.21125/inted.2021.1860
Conference name: 15th International Technology, Education and Development Conference
Dates: 8-9 March, 2021
Location: Online Conference
Abstract:
Education for sustainable development is believed to play an important role in meeting the goals of sustainability (UNESCO 2012). The aim is to enable everyone in society to acquire the knowledge and skills necessary for shaping the future according to the model of a sustainable society (Leal Filho, Manolas & Pace 2015; Shephard 2010). The article shows why economic simulations are a promising instrument as a digital experience space for skills development (Terzano & Morckel 2017; Wittwer & Rose 2015; Adams 1998). Starting from a consideration of the theoretical basis for the didactic approach of the experience area as well as the development of competence with the help of computer games (Minnery & Searle 2014), the potentials and challenges of the method as well as its concrete application (SimCity) are discussed (Schneider, Wendeborn & Karapanos 2019).

References:
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[8] Wittwer, W.; Rose, P. (2015): Raum als sozialer (Erfahrungs)Raum, in: Wittwer, W.; Diettrich, A.; Walber, M. (Hrsg.): Lernräume. Gestaltung von Lernumgebungen für Weiterbildung, Wiesbaden, S. 83-105.
Keywords:
Competence Development, Serious Games, Gamification, Experience Space, Education for Sustainable Development.