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Game jamming as a participatory design approach to foster adolescents’ digital competence: Game Jamming als partizipativer Designansatz zur Förderung der digitalen Kompetenzen Adoleszenter

Published: 03 September 2023 Publication History

Abstract

Adolescents and young adults represent the largest and most active age group of Internet users worldwide. However, contrary to the notion of naturally acquired digital competences, many lack an understanding of technology and the associated risks. Serious games are a promising way to promote self-regulatory digital competences. In the A-DigiKomp project, a three-day online game jam with adolescents was organized to involve the target group in the user-centered development process of game ideas for more digital empowerment. Three prototypes on the topic of data protection and online safety were developed as part of the CGN game jam. Personal experiences and target group-specific knowledge of adolescents were successfully addressed. The potential of game jams as a participatory research method is investigated and implications for future use cases are derived.
ZUSAMMENFASSUNG
Jugendliche und junge Erwachsene stellen weltweit die größte und aktivste Altersgruppe von Internetnutzer*innen dar. Entgegen der Vorstellung natürlich erworbener digitaler Kompetenzen, fehlt es vielen jedoch an einem Verständnis für Technik und den damit verbundenen Risiken. Serious Games sind eine vielversprechende Möglichkeit selbstregulative digitale Kompetenzen zu fördern. Im Projekt A-DigiKomp wurde ein dreitätiger online Game Jam mit Adoleszenten veranstaltet, um die Zielgruppe in den user-zentrierten Entwicklungsprozess von Spielideen zur Förderung digitaler Handlungsfähigkeit einzubeziehen. Drei Prototypen zum Thema Datenschutz und Online-Sicherheit wurden im Rahmen des CGN Game Jams entwickelt. Persönliche Erfahrungen und zielgruppenspezifisches Wissen Adoleszenter wurden erfolgreich aufgegriffen. Das Potenzial von Game Jams als partizipative Forschungsmethode wird untersucht und Implikationen für zukünftige Veranstaltungen abgeleitet.

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Appendix
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Anhang A.1
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Appendix

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Cited By

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  • (2024)Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic WorkshopHuman Aspects of IT for the Aged Population10.1007/978-3-031-61543-6_19(261-274)Online publication date: 29-Jun-2024

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  1. Game jamming as a participatory design approach to foster adolescents’ digital competence: Game Jamming als partizipativer Designansatz zur Förderung der digitalen Kompetenzen Adoleszenter

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    MuC '23: Proceedings of Mensch und Computer 2023
    September 2023
    593 pages
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    Published: 03 September 2023

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    MuC '23: Mensch und Computer 2023
    September 3 - 6, 2023
    Rapperswil, Switzerland

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    • (2024)Game-Based Solutions for Impacting Digital Competences in Aged Populations: Insights from an Empathetic WorkshopHuman Aspects of IT for the Aged Population10.1007/978-3-031-61543-6_19(261-274)Online publication date: 29-Jun-2024

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