Skip to main content

Game Design with Portfolios and Creative Skills

  • Chapter
Book cover Creativity in the Digital Age

Part of the book series: Springer Series on Cultural Computing ((SSCC))

Abstract

The project combines art education approaches and portfolio work to develop artistic processes with digital media technology. A new concept to support digital media literacy of young people is developed, tested and evaluated. It brings together art and technology education accompanied by a specific mentoring concept including portfolios. The project realizes an education-through-art approach to technology in five thematic media modules such as robotics, interactive light installation, smart textile, sound as well as games. The latter will be described in the context of the GamesLab ON/OFF, realized at ZKM with student mentors and young people. The GamesLab ON/OFF approach encourages the participants to develop, design and perform their own game concept using the Web, a variety of media, technologies and the physical learning space of the ZKM media museum.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The German term of Schlüsselqualifikationen.

  2. 2.

    Website: http://deaddrops.com/blog [20.6.2014].

  3. 3.

    “ZKM_Gameplay is the new permanent exhibition on the theme of video games and experimented forms of play. Since its opening in 1997, numerous computer games have been presented at the ZKM | Media Museum in Karlsruhe, since these reflect an essential part within modern society heavily influenced by digitalized realities of life. For centuries new artistic, experimental, media-reflective as well as ‘serious’ games have evolved. The cultural and economic power of digital games and gameplay have experienced and continuous growth. This has made the games an important object of the ZKM.” http://on1.zkm.de/zkm/stories/storyReader$8340

  4. 4.

    The MediaArt@Edu research project portfolio refers to preparatory work tried at universities within the framework of the ‘Aesthetic Research Book’ portfolio variant and the ‘Artistic Research Book’ (Reimann and Biazus 2007) portfolio variants.

  5. 5.

    In Germany, the ‘Berichtsheft’ is a compulsory regular task in the framework of the dual system of vocational education and training and has to be controlled by the trainer.

References

  • Engeström Y (1987) Learning by expanding: an activity theoretical approach to development research. Orienta Konsultit Oy, Helsinki

    Google Scholar 

  • Häcker T (2007) Portfolio: ein Entwicklungsinstrument für selbstbestimmtes Ler-nen. Eine explorative Studie zur Arbeit mit Portfolios in der Sekundarstufe I. Baltmannswei-ler

    Google Scholar 

  • Jenkins H (2009) Confronting the challenges of participatory culture. MIT Press https://mitpress.mit.edu/sites/default/files/titles/free_download/9780262513623_Confronting_the_Challenges.pdf, p XIV

  • Kafai Y (1995) Minds in play: computer game design as a context for children’s learning. Lawrence Erlbaum, Mahwah

    Google Scholar 

  • Reimann D (2006) Ästhetisch-informatische Medienbildung mit Kindern und Jugendli-chen. Grundlagen, Szenarien und Empfehlungen für Gestaltungsprozesse in Mixed Reality-Lernräumen, Oberhausen, 2006 (ATHENA)

    Google Scholar 

  • Reimann D (2014) Digital media in creative processes with young people in vocational preparation, paper for the international symposium on “Youth as Visual Culture Pro-ducers: Artistic Skills and Knowledge in Secondary Education”, Public University of Navarra, Pamplona/Spain, 22–23 November 2013

    Google Scholar 

  • Reimann D, Bekk S (2014a) Introducing artistic processes with digital me-dia in vocational preparation. In: Leonardo Electronic Almanac, issue: the culture of digital education: innovation in art, design, science and technology practices, Senior Editors for this volume: Lanfranco Aceti, Nina Czegledy and Oliver Grau, in review/to appear 2014

    Google Scholar 

  • Reimann D, Bekk S (2014b) Künstlerisch geleitete Medienbildung mit Port-folios: Potenziale für Jugendliche in berufsvorbereitenden Bildungsmaßnahmen. Herausfor-derungen beim Übergang Schule – Beruf und das Konzept der berufsbiografischen Gestal-tungskompetenz. In Medienimpulse. Potenziale digitaler Medienkunst. 02.2014. http://medienimpulse.at/articles/view/659

  • Reimann D, Biazus MC (2007) Augmented virtual 3D-Community spaces as an intercultural interface for higher media art education. In: Koschke R, Otthein H, Rödiger K-H, Ronthaler M (Hrsg.) Informatik 2007, Informatik trifft Logistik, Beiträ-ge der 37. Jahrestagung der Gesellschaft für Informatik e.V. (GI), 24.-28.9.2007 in Bremen, Bd. 1. (pp 528–534). Köllen, Bonn, p 531

    Google Scholar 

  • Reimann D, Blohm M (2007) The concept of MediaArtLab@School as a didactic tool to integrate digital media, Interactive Systems and Arts in Education. Ped-agogika, Journal, University of Vilnius, pp 68–74

    Google Scholar 

  • Robinson K (2001) Out of our minds: learning to be creative. Capstone, Chichester

    Google Scholar 

  • Schwarz J, Volkwein KW, Felix (Hrsg.) (2008) Portfolio im Unter-richt. 13 Unterrichtseinheiten mit Portfolio. Kallmeyer, Seelze-Velber, p 22

    Google Scholar 

Download references

Acknowledgements

This chapter is based on the research project MediaArt@Edu – funded by the Research Planning and Education. Further, we would like to thank the (GMK), an incorporate society concerned with media education and communication culture, to support the idea of MediaArtLab@School. We would like to thank the BMBF, Federal Ministry of Education and Research and the DLR as well as the project partners Agentur für Arbeit Karlsruhe (agency for employment Karlsruhe) and their collaboration partners USS and AAW. We further thank the participants of the vocational preparation measures (BVB) of the year 2013/2014 of the Agency of Employment Karlsruhe, department BVB as well as the referee Thorsten Belzer of the department Museum Communications (Head: Janine Burger) and Banu Beyer at ZKM, the Center for Art and Media Karlsruhe. Further, we thank the students of KIT, the members of the project team, namely, Sabine Bauer, Raphaela Pelliccia, Nicole Widmann, Christian Schneider, Carolin Uller as well as Tobias Brauchler who worked as student assistants and mentors in the module GamesLab ON/OFF and who supported the evaluation of the project.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Daniela Reimann .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Springer-Verlag London

About this chapter

Cite this chapter

Reimann, D., Bekk, S. (2015). Game Design with Portfolios and Creative Skills. In: Zagalo, N., Branco, P. (eds) Creativity in the Digital Age. Springer Series on Cultural Computing. Springer, London. https://doi.org/10.1007/978-1-4471-6681-8_13

Download citation

  • DOI: https://doi.org/10.1007/978-1-4471-6681-8_13

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-4471-6680-1

  • Online ISBN: 978-1-4471-6681-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics