Die Entwicklung und Erprobung des StreamIT! Unterrichtskonzepts wird von einem Forschungsprozess begleitet. Die zentralen Forschungsergebnisse und alle Veröffentlichungen rund um das Projekt werden auf dieser Seite veröffentlicht.
Workshop: Current Opportunities and Challenges of Digital Game-based Learning
Jannicke Baalsrud Hauge, Heinrich Söbke, Heiko Duin, Ioana Stefan, Barbara Göbl, (forthcoming). Current Opportunities and Challenges of Digital Game-based Learning, International Conference on Entertainment Computing, Bremen, Germany
Abstract: Digital game-based learning (DGBL) has been discussed for more than 50 years. Despite countless studies over several decades, DGBL is still the exception rather than the standard in most educational contexts. For further advancement of DGBL, this workshop will provide an overview of opportunities and challenges of DGBL. The workshop will be based on the method of collaborative brainstorming. The results of the workshop will be elaborated further after the workshop and consolidated into a scientific article that may guide the research community in promoting DGBL.
Publikation: Für einen fixen Platz in unserer Bildungslandschaft.
Denk N, Göbl B. (2022). Für einen fixen Platz in unserer Bildungslandschaft. In: Weiterbildung: Zeitschrift für Grundlagen, Praxis und Trends. 2022 Apr;(4/2022):14-17.
Abstract: Die Gaming-Kultur gehört ganz eng zur Lebenswelt von Kindern und Jugendlichen. Deshalb bieten digitale Spiele auch ein großes Potenzial für den Bildungsbereich, und zwar nicht als zusätzliches „Nice-to-have“. Vielmehr sollte die Auseinandersetzung mit der Gaming-Kultur als Bildungsauftrag verstanden werden.
Publikation: StreamIT! – Towards an educational concept centred around gameplay video production.
Denk, N.; Göbl, B.; Wernbacher, T.; Jovicic, S.; Kriglstein S. (2021). StreamIT! – Towards an educational concept centred around gameplay video production. In: Academic Conferences International, ECGBL 2021- Proceedings of the 15th European Conference on Game Based Learning: 196 – 202, Academic Conferences International, Reading, UK
Abstract: The growing market of digital games has given rise to various activities beyond mere gameplay. Especially among adolescents this gaming culture manifests in the form of e-sports, streaming platforms and “Let’s Plays”, where gamers capture their game play experience in videos. Building on these trends, this paper outlines the methodology of the project StreamIT!: in order to create an educational concept to support social, technical and media literacies, we build on today’s gaming culture and related activities to provide an engaging and motivational setting for students. Additionally, we discuss current gender imbalances in the field of gaming and lay out how related issues are considered in order to create an inclusive approach. Thus, working in close cooperation with stakeholders such as teachers, students and professionals from the field of e-sports and game-related streaming, we investigate the potentials and pitfalls of collaborative, gameplay-based video projects. We outline the potential of transferring the informal learning processes of streaming and Let’s Plays into formal educational settings. In this active learning approach, various skills beyond the technical domain may be addressed, effectively fostering in-demand competencies such as critical media reception, communicative and social aspects. This paper illustrates how previous work feeds into our research design and what steps we undertake to devise an inclusive educational concept. Thus, by incorporating children’s and adolescents’ digital gaming culture and related phenomena, StreamIT! may address a broad spectrum of competencies in an engaging way.
Blog-Artikel: Streaming & Let’s Play: Faszination und Chance für die Bildungsarbeit
Im Blog-Artikel gibt es erste Einblicke in unsere Forschungsergebnisse auf Basis der Literaturrecherche.
Publikation: Let’s Play – Professional Views on Barriers and Potentials in Digital Gaming and E-Sports.
Göbl, B.; Jovicic, S.; Denk, N.; Kriglstein, S. (2021). Let’s Play – Professional Views on Barriers and Potentials in Digital Gaming and E-Sports. CHI PLAY ’21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play, 2021: https://doi.org/10.1145/3450337.3483455, Association for Computing MachineryNew YorkNYUnited States
Abstract: Digital games are playing an increasingly important role in today’s youth culture. Related phenomena, such as Let’s Plays and e-sports are consumed by numerous adolescents but are also becoming increasingly prominent as career choices. This paper presents the results of a group interview with experts in the field of digital gaming and embeds the findings in a project that aims to elaborate pedagogical potentials of these practices in a school context. Our participants provide insights into their careers and, based on their experiences, discuss possible barriers to Let’s Plays and streaming in the pedagogical field, but also elaborate on competencies that can be strengthened through the creative, self-determined creation of gameplay-based media.
Publikation: Addressing Video Game Culture Phenomena in Education – Opportunity, Challenge and Necessity.
Denk, N.; Pfeiffer, A.; Wernbacher, T. (2021). Addressing Video Game Culture Phenomena in Education – Opportunity, Challenge and Necessity. In: Denk, N.; Serada A.; Wernbacher T.; Pfeiffer A., A LUDIC SOCIETY: 215 – 227, Edition Donau-Universität Krems, Krems
Abstract: As the majority of people in Austria and all over Europe play video
games – regardless of gender, age, social or cultural background – video games have become an important part of today’s society. Around this fascination, a „video game culture“ has developed. However, in this context, it is not only the mere consumption of video games that plays a role, but rather the participation in a media landscape shaped by video games. Examples of phenomena that have emerged from video game culture are gameplay video productions (Let’s Play videos and streams) and e-sports, the organised competitive playing of video games. In these fields, especially young people participate taking on different roles – for example as fans, spectators, content producers or competitors. A closer look at these activities shows that they on the one hand open up numerous spaces for (informal) learning. One the other hand, they also bring challenges to our society. However, there are hardly any school projects that address the various phenomena and challenges arising from today’s video game culture. The article sheds light on the relevance of video game culture activities – beyond gaming – for the educational field and provides insights into two ongoing projects: the research project StreamIT! as well as the E-Sports School League Floridsdorf+ in Vienna with the accompanying web platform esport-schulliga.at.