Chaos Computer Club

2017 ◽  
pp. 19-24 ◽  
Keyword(s):  
Author(s):  
Konstantin Aal ◽  
Anne Weibert ◽  
Kai Schubert ◽  
Mary-Ann Sprenger ◽  
Thomas Von Rekowski

The case study presented in this chapter discusses the design and implementation of an online platform, “come_NET,” in the context of intercultural computer clubs in Germany. This tool was built in close cooperation with the children and adult computer club participants. It was designed to foster the sharing of ideas and experiences across distances, support collaboration, and make skills and expertise accessible to others in the local neighborhood contexts. In particular, the participatory-design process involving the children in the computer clubs fostered a profound understanding of the platform structure and functionalities. The study results show how younger children in particular were able to benefit, as the closed nature of the platform enabled them to gather experience as users of social media, but in a safe and controlled environment.


2018 ◽  
Vol 7 (3.14) ◽  
pp. 331
Author(s):  
Anna Viktorovna Grishina ◽  
Elena Nikolaevna Volkova

In the era of intensive informatization of society, computer becomes an integral part of the modern life of the younger teenagers. In Russia, the number of children spending time in front of monitors, playing computer games at home or in a computer club, increases every day. According to Entermedia LLC, the percentage of sales of computer games increases by 50% annually. Currently, 23% of the population of Russia plays computer games, at that the minimum age for a computer player is two years.Strengthening polarization regarding children's interest to computer games becomes one of the most important problems. What is meant here is the fact that, on the one hand, there are adolescents, whose interest in computer games is quite sustainable, while, on the other hand, there are also schoolchildren experiencing mild interest or no interest at all to computer games. The relevance of the present work is determined by the social danger of the phenomenon called high passion for computer games, which deforms, and sometimes blocks the development of the most important personal entities [3, 5, 9, 12, 15]. In this regard, the investigation of the features of personal agency in younger adolescents, which is responsible for the self-regulation of behavior and activity of a subject, is of particular importance. 


2002 ◽  
Vol 3 (2) ◽  
pp. 197-215 ◽  
Author(s):  
Nicola J. Yelland

This article investigates learning in an out-of-school informal computer club. Particularly, it sought to elucidate information about mathematical learning and understandings that were displayed when children played and interacted in computer-based contexts. It was also concerned with the social processes inherent to game playing and the design features of computer games which appealed to children. The data revealed that mathematical understandings can be promoted and practised in computer games and that the structure and design of the game determined the amount and quality of the interactions that children engage in. Children of all ages preferred games that had a design element and catered for different levels of participation. Additionally, they liked games that had a narrative and adventure context in which activities were situated with some purpose.


1984 ◽  
Vol 5 ◽  
pp. 496-498
Author(s):  
Christopher J. Fowler
Keyword(s):  

2018 ◽  
Vol 9 (2) ◽  
Author(s):  
Tatyana Vedernikova ◽  
Yury Golyandin

The article is devoted to description of the CyberArenaPro system for holding cyber competitions that provides convenience and ease of organizing competitions of various levels, allowing to hold competitions on the online venues around the world, increasing opportunities for participation in the competitions via the Internet and mobile devices. The program is designed to automate holding cybersport competitions of various levels (from local to international) and of any disciplines and formats. The system has a service-oriented architecture and uses the object-oriented Redis database. For a client implementation, the concept of Rich Internet Application, the ReactJS platform and the JavaSc programming language are applied. The server and the client applications are integrated with the API means. The automated system was tested during the organization of competitions in the computer club «CyberArena». Competitions were carried out in accordance with the discipline CS:GO, and 64 teams participated. The «CyberArenaPro» system can be used to organize competitions of any kind of sport.


Sign in / Sign up

Export Citation Format

Share Document