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Computerrennspiele im pädagogischen Kontext: Die Bedeutung der Realitätsnähe von Lernaktivitäten für fahraufgabenrelevante Motive Masterarbeit

Computerrennspiele im pädagogischen Kontext: Die Bedeutung der Realitätsnähe von Lernaktivitäten für fahraufgabenrelevante Motive Masterarbeit

          
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About the Book

Masterarbeit aus dem Jahr 2008 im Fachbereich Pädagogik - Medienpädagogik, Note: 1,0, Technische Universität Chemnitz (Philosophische Fakultät), Sprache: Deutsch, Abstract: Um der Frage nach dem Einfluss von Video- und Computerrennspielen auf das Fahrverhalten junger Fahrer nachzugehen, hat die Musikhochschule Hannover im Auftrag für die Bundesanstalt für Straßenwesen eine Studie durchgeführt (Klimmt & Vorderer, 2006). Dabei wurden nach dem Konsum von Rennspielen wie "Need for Speed" mit den Probanden Simulationsfahrten durchgeführt, um festzustellen, inwiefern kritische Verhaltensweisen gezeigt werden. Es wurde beobachtet, dass die Spieler Verhaltensweisen ausleben, die in der Realität verboten sind, aber nur Vielspieler unmittelbar nach dem Spielen geringfügig schneller fahren und einen etwas geringeren Sicherheitsabstand zu vorausfahrenden Fahrzeugen einhalten.In der vorliegenden Arbeit wird der Zusammenhang zwischen der Qualität der Performanz einer praxisnahen Fahraufgabe im Rahmen eines Computerrennspiels und der wahrgenommenen Selbstwirksamkeit für reale Fahr- und Verkehrssituationen untersucht. Zugrunde liegt dabei die Annnahme, dass der Grad der Realitätsnähe den Zusammenhang beeinflusst. Da die Fahraufgabe mit Hilfe eines Computerrennspiels realisiert wurde, wird zu Beginn die mit Beispielen unterlegte Realitätsnähe von Video- und Computerrennspielen beschrieben (Kap. 1.1). Anschließend zeigt die "Perceived-Reality"-Forschung auf, mit welchen Anforderung das "mehr" an Realität verbunden ist (Kap. 1.2). Anschlussfragen zu den möglichen Wirkungen fahrzeugbezogener Computerspiele werden im Kapitel 2 erläutert. Dabei wird das A-Priori-Modell von Klimmt und Vorderer (2006) visualisiert und zusammenfassend erläutert. Auf Grundlage einer kritischen Betrachtung und im Hinblick auf die empirischen Arbeit wird das Modell modifiziert. Das Kapitel 3 steht ganz im Zeichen der Selbstwirksamkeit von Bandura (1997). Ausgehend von der sozial-kognitiven Theorie Banduras


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Product Details
  • ISBN-13: 9783640821167
  • Publisher: Grin Verlag
  • Publisher Imprint: Grin Verlag
  • Height: 210 mm
  • No of Pages: 146
  • Series Title: German
  • Sub Title: Die Bedeutung der Realitätsnähe von Lernaktivitäten für fahraufgabenrelevante Motive Masterarbeit
  • Width: 148 mm
  • ISBN-10: 3640821165
  • Publisher Date: 16 Feb 2011
  • Binding: Paperback
  • Language: German
  • Returnable: N
  • Spine Width: 9 mm
  • Weight: 199 gr


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Computerrennspiele im pädagogischen Kontext: Die Bedeutung der Realitätsnähe von Lernaktivitäten für fahraufgabenrelevante Motive Masterarbeit
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