Mediale Ungleichzeitigkeit digitaler Bildung
摘要
The lifeworld of children and young people is characterized by a media asynchrony of digital education. This asynchronicity is explored using the cartographic extremes of educational software and a computer and video game with recourse to autoethnographic data collection. It is shown that users of the educational software are addressed as decision-makers between (trivial) options and the players as hybrid and comparatively free persons and can thus have different educational experiences.