DIGITAL LIBRARY
CREATIVITY AND SOCIAL SKILLS WITH ONLINE COMPUTER GAMES IN EDUCATION AT THE FACULTY SAGP (SOCIAL WORK, HEALTH AND CARE), UNIVERSITY OF APPLIED SCIENCES, ESSLINGEN
Hochschule Esslingen, University of Applied Sciences (GERMANY)
About this paper:
Appears in: EDULEARN10 Proceedings
Publication year: 2010
Pages: 340-343
ISBN: 978-84-613-9386-2
ISSN: 2340-1117
Conference name: 2nd International Conference on Education and New Learning Technologies
Dates: 5-7 July, 2010
Location: Barcelona, Spain
Abstract:
At many universities computer games and especially online games traditionally have a shadowy existence. Students, after completion of their studies as a bachelor, will be directly, and / or indirectly, confronted with computer games - be it in youth work, in the addiction counseling, or in other fields of social work or care.
Unawareness leads easily to incorrect decisions and quick shots, as well as interdictions, and one-sided assessment.
Games and PC games and their influence on the development of children and young people have already been studied frequently. Up to now, the online games have increased by an extremely simplified Internet access, relatively unnoticed.
In the past, mainly a platform for students, it became a leisure activity for a broad class - across all age and income groups with all the ensuing consequences.
In the presentation, a seminar will be introduced, which deals especially with these problems.
The basis for the seminar is an introduction to the world of computer games. Of browser- games up to the on-line role plays, the area will be illuminated in all its diversity.
In practice, some playing experiences can be accumulated. The seminar highlights’ the risks and opportunities computer games pose on the current state of research and the importance they have for social work.
On-line games and their influence on the development and the psychological aspects of computer games (such as aggression, addiction) incurs particular attention.
Possible solutions, how affected persons can be recovered from the game will be shown, a specific language in the games will be taught to facilitate communication. The example of 3D animation films and how they can be created with computer games in Machinima, show how these games than can be used creatively. So the students will learn a lot of social skills for their further praxis.
In the presentation this practice and the experiences will be presented.
Keywords:
creativity, social skills, social work, machinima, online games, games, education, practise, computer games.