DIGITAL LIBRARY
THE PRAXIS OF ONLINE COMPUTER GAMES AND CONSOLES IN EDUCATION AT THE FACULTY SAGP (SOCIAL WORK, HEALTH AND CARE), UNIVERSITY OF APPLIED SCIENCES ESSLINGEN, GERMANY
University of Applied Sciences (GERMANY)
About this paper:
Appears in: INTED2013 Proceedings
Publication year: 2013
Pages: 4323-4325
ISBN: 978-84-616-2661-8
ISSN: 2340-1079
Conference name: 7th International Technology, Education and Development Conference
Dates: 4-5 March, 2013
Location: Valencia, Spain
Abstract:
Computer games and consoles are considered only marginally or not at all in social work, studies and practice. Therefore, practical support in dealing with computer games and computer consoles is offered in our seminar, "Practical applications of computer games in social work".
The seminar demonstrates how aspects of group dynamics, as well as artistic and social aspects can be targeted, triggered and implemented. Project work with computer games and consoles, such as educationally guided LAN parties and the creation of machinima films, etc. are introduced and their background explained. In the practical part of the seminar, students have the opportunity to work in small groups and can develop and try out these or similar projects themselves.
Some small projects have already been carried out, in multi-generation houses, retirement homes, youth centers, reception centers, as well as in other areas. The students were able to implement the theoretical content of the seminar into their projects and were able to relate this content to practice. Above all, the practical relevance clearly demonstrates the advantages of the use of new media within existing fields of work and links games with real socio-educational experiences.
This lecture will explain the development of the seminar and a selection of projects will be presented.
Keywords:
Creativity, social skills, social work, machinima, online games, games, education, practise, computer games.