Possible Applications of Digital Gamebooks in Education
The idea of gamebooks originally comes from the entertainment sector. The basic idea here is to let the readers themselves determine the further course of the story. By transferring this principle from classic books to digital environments, it can also be used in a teaching/learning context. The preparation of teaching/learning materials as gamebooks offers great potential in terms of feedback and individual, personalized learning paths. This proseminar gives an introduction to the topic of digital gamebooks. It follows a conference-like sequence, in which different topics are developed over the semester and presented in a block at the end. The focus is on learning the scientific work process and is accompanied by weekly work assignments. Thematically, the seminar focuses in particular on possible applications, potentials and challenges for different target groups, topics and teaching/learning scenarios.
Contact
Course Information
Dates
Ressourcen
Study Programs
- Computer Science (B.Sc.)
Grading
The grade is composed of:
- written elaboration (paper): 50%
- Presentation: 50%
Presence
To pass, participation in kick-off, the individual meetings as well as the presentations* is mandatory.
*) The presentations will take place on two days. Attendance on the day of your own presentation is mandatory, attendance on the other presentation day is voluntary.
Milestones and deliverables
Phase Abgabe Abgabefrist
Recherche Begriffstabelle, Themenbeschreibung Di., 19.04.2022, 08:00 Uhr
Recherche Literaturrecherche Mo., 25.04.2022, 08:00 Uhr
Fragestellung Bearbeitete SOTA-Werke, Research Community Map, Erweiterte Liste der Literatur Mo., 02.05.2022, 08:00 Uhr
Fragestellung, Wertschöpfung Export der Literaturliste, Gelesene und bearbeitete Publikationen, Beschreibung der Paper-Idee Mo., 09.05.2022, 08:00 Uhr
Wertschöpfung Literaturbeitragstabelle, Visualisierung der Kernaussage/des Mehrwerts Mo., 16.05.2022, 08:00 Uhr
Wertschöpfung Illustration des Kerninhalts/Mehrwerts des Papers Mo., 23.05.2022, 08:00 Uhr
Paper Ausgearbeitete Struktur Di., 07.06.2022, 08:00 Uhr
Paper Paper Mo., 20.06.2022, 08:00 Uhr
Paper Paper, Peer-Review Mo., 27.06.2022, 08:00 Uhr
Vortrag Fertige Vortragsfolien Mo., 11.07.2022, 08:00 Uhr
Vortrag Überarbeitete Vortragsfolien für den Vortrag Mo., 18.07.2022, 08:00 Uhr
Abschluss Finales Paper, verwendete Materialien Mo., 08.08.2022, 08:00 Uhr
Dates
Kickoff Meeting:
- Montag, 04.04.2022 (16:00 Uhr)
Topic - Individual Meetings (15 minutes)
- Mittwoch, 20.04.2022
Fokus, Idee – Individuelle Termine (20 Minuten):
- Montag, 09.05.2022; Dienstag, 10.05.2022; Mittwoch, 11.05.2022
Illustration – Individual Meetings (30 minutes):
- Montag, 23.05.2022; Dienstag, 24.05.2022; Mittwoch, 25.05.2022
Presentation – Individual Meetings (30 minutes):
- Montag, 11.07.2022; Dienstag, 12.07.2022; Mittwoch, 13.07.2022
Conference
- Montag, 18.07.2022 (10:30 Uhr – 16:00 Uhr) & Dienstag, 19.07.2022 (10:30 Uhr – 16:00 Uhr)
Topics
There are a total of 10 different themes, which can be divided into two subject areas. All topics are assigned twice. The work is done in individual work.
Topic 1: Possible Applications
How could digital gamebooks be used in the respective areas? Which perspectives need to be taken into account? For which topics or in which areas of application would digital gamebooks be suitable in the respective environment? Which already established forms of teaching are perhaps already similar to the gamebook principle or could be well supplemented or perhaps even replaced by it? This is only a selection of questions that arise in connection with these topics.
- Possible applications of digital gamebooks in school
- Possible applications of digital gamebooks in higher education
- Possible applications of digital gamebooks in training
- Possible applications of digital gamebooks in everyday life
- Possible applications of digital gamebooks for older adults
Topic 2: Potentials and Challenges
Different target groups are served in different areas. This results in different potentials and challenges. What is the target group to be addressed by the gamebook? What needs to be considered when creating gamebooks for this target group? What skills and knowledge do the users of the gamebooks have or need? These are just a few of the questions that arise in connection with these topics.
- Potentials and challenges of digital gamebooks in schools
- Potentials and challenges of digital gamebooks in higher education
- Potentials and challenges of digital gamebooks in training
- Potentials and challenges of digital gamebooks in everyday life
- Potentials and challenges of digital gamebooks for older adults