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KEYCIT 2014
(2015)
In our rapidly changing world it is increasingly important not only to be an expert in a chosen field of study but also to be able to respond to developments, master new approaches to solving problems, and fulfil changing requirements in the modern world and in the job market. In response to these needs key competencies in understanding, developing and using new digital technologies are being brought into focus in school and university programmes. The IFIP TC3 conference "KEYCIT – Key Competences in Informatics and ICT (KEYCIT 2014)" was held at the University of Potsdam in Germany from July 1st to 4th, 2014 and addressed the combination of key competencies, Informatics and ICT in detail. The conference was organized into strands focusing on secondary education, university education and teacher education (organized by IFIP WGs 3.1 and 3.3) and provided a forum to present and to discuss research, case studies, positions, and national perspectives in this field.
This first volume of the DIGAREC Series holds the proceedings of the conference “The Philosophy of Computer Games”, held at the University of Potsdam from May 8-10, 2008. The contributions of the conference address three fields of computer game research that are philosophically relevant and, likewise, to which philosophical reflection is crucial. These are: ethics and politics, the action-space of games, and the magic circle. All three topics are interlinked and constitute the paradigmatic object of computer games: Whereas the first describes computer games on the outside, looking at the cultural effects of games as well as on moral practices acted out with them, the second describes computer games on the inside, i.e. how they are constituted as a medium. The latter finally discusses the way in which a border between these two realms, games and non-games, persists or is already transgressed in respect to a general performativity.
Ein neues Ziel-Inhalts-Konzept des Rahmenlehrplans nimmt in dieser Lehrerhandreiche Gestalt an. Fachwissenschaftliche und didaktische Instruktionen sowie ein ideenreicher Arbeitsteil (Materialien und Aufgaben) helfen bei der Unterrichtsvorbereitung. Aus dem Inhalt: - ein integratives Antike-Projekt untersucht Möglichkeiten und Grenzen gesellschaftlicher Teilhabe in Athen und der römischen Republik; - Augustus und Alexander als Zentralgestalten universaler Monarchie und Reichsbildung werden in der biografischen Rekonstruktion und im historischen Kontext lebendig; - das Thema Erinnerungskultur in der Antike und heute verweist auf Grundprobleme der Geschichtskultur; - Anregungen zur Arbeit mit dem Spielfilm „Alexander“ als historische Quelle führen an rezeptionsgeschichtliche und medienspezifische Aspekte historischen Lernens heran