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„Mein digitales Ich“

„"My digital self"“

Seminar with students of Friedensburg High School

Seminar type
Thematic seminar, for schools
Target audience
11 to 16 years
focus
Digitalization and Democracy
Language
German
Vier Kinder in blauen Kostümen mit weißen, gezeichneten Gesichtern am Ufer eines Sees
The shadows are growing ever longer. With every move online and every step we take with our smart devices, we leave digital traces. This digital shadow is part of us, part of who we are. But how does it arise, who influences it, and how do our own actions determine its form? These were the questions that students in grades eight through ten at Friedensburg High School explored at the start of the seminar "My Digital Self.".

The question "Who am I?" takes on entirely new facets in the digital age. How does digital society change our view of ourselves, of others, and of how we communicate, learn, and act? To explore "My Digital Self" from different perspectives, the seminar began in the "Self-Lab" with three experiments designed to stimulate participants' own questions, research, and discussions.

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In addition to recording the "data self" through one's own data shadow, the "Machine Self" station explored how machines are changing human activities. In which everyday situations will smart devices naturally take over our actions in the future? Short role-playing scenarios were devised and filmed to explore this. The "Virtual Self" station focused on designing a character from digital games in the form of a playing card with an image and attributes. This station encouraged participants to consider the relationship between avatars, virtual characters, and players.

"Mein digitales Ich"

What influence do digital games have on the development of our own perspectives, on our virtual selves, and on our real-world actions? Why do we play, and how much gaming experience do the participants already have? One of the film workshop groups took up these questions from the introductory phase and began researching the gaming scene, game formats, motivations, communities, and the content of selected games. Their discussions resulted in two video projects: "Pacman Game Over," a real-world adaptation of the classic game, and "#cut4akku," featuring interviews with gamers about their perspectives.

"Mein digitales Ich"


A second film group explored YouTube as a site for young people's understanding of the world. How does the video platform, as the leading entertainment medium for young people, shape their perception of self-presentation? What significance do the information and opinions conveyed by YouTubers have, and what media techniques are behind it? In their own sports channel, the workshop group experimented with YouTube's mechanisms, revisiting the question of "human robots" from the beginning of the seminar. None of the participants yet believe that athletic competition with robots has a bright future.

"Mein digitales Ich"


The third workshop group began its work phase with the question of the unbroken
The worldwide selfie trend: How do we present ourselves today? How does self-presentation via digital media change our perception of community and the role of the individual within it? To implement the ideas generated in the discussions, the workshop participants chose various animation techniques. They experimented with puppetry, stop-motion animation, and hand-drawn animation, learning in the process how important patience and teamwork are for a technique in which each individual image must be created. The result is a series of short animations exploring whether posting on social media during an event becomes more important than experiencing the moment in person, how antivirus programs can influence one's digital footprint, and what selfies might look like in a future of unlimited possibilities.

"Mein digitales Ich"

All discussions and media projects clearly demonstrated how strongly questions of self-image and how others perceive us in the everyday online sphere shape our digital actions. Dealing with one's own image and that of others, understanding the legal framework as an expression of current social conventions, and applying this knowledge in one's own media productions became an important aspect of exploring the "digital self.".
With the increasing pervasiveness of digitalization in everyday life, questions about digital identity, its development, media influences, and the framework conditions in media society will play a growing role in future seminars in order to strengthen young people as users and producers, especially of digital content, in their conscious, critically reflective actions.