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Autor/inKretschmann, Rolf
TitelDeveloping Competencies by Playing Digital Sports-Games
Quelle7 (2010), S.67-75 (9 Seiten)Infoseite zur Zeitschrift
PDF als Volltext kostenfreie Datei Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1548-6613
SchlagwörterEmotional Intelligence; Physical Education; Socialization; Informal Education; Video Games; Computers; Interpersonal Competence; Learning Processes; Simulation; Athletics; Psychomotor Skills; Cognitive Processes; Teaching Methods
AbstractThe idea of digital game-based learning (DGBL) is that students (or players) learn something by playing a computer or video game and that an educator can employ digital games to assist and boost both formal and informal learning. There is game software that is not specifically produced for educational use but which is nonetheless regularly implemented in educational settings by educators. These so-called COTS (commercial off-the-shelf) games are particularly effective in socialization processes. COTS sports computer and video games can be divided into three main categories: sports simulation games, sports arcade games and sports management games. After taking a closer look at these sports computer and video games, specifically sports simulation games, it is possible to posit dimensions of competencies that are developed by playing those games. Various examples for each dimension of competencies can be generated: motor competence, cognitive competence, meta-cognitive competence, social competence, emotional competence, personal competence and media competence. Furthermore, examples of implementing digital sports-games in physical education can easily be generated. After comparing the postulated dimensions of competencies of COTS digital sports-simulations with those of "real" sports, the following question arises: Are their respective educational results comparable? (Contains 1 figure.) (As Provided).
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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