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.


Dr. Svenja Noichl

Course Information

Credits3 ECTS


Kickoff Meeting04.04.2022, 16:00 (5056)
MeetingsAfter arrangement (s. Dates)


Study Programs

  • Computer Science (B.Sc.)


The grade is composed of:

  • written elaboration (paper): 50%
  • Presentation: 50%


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

RechercheBegriffstabelle, ThemenbeschreibungDi., 19.04.2022, 08:00 Uhr
RechercheLiteraturrechercheMo., 25.04.2022, 08:00 Uhr
FragestellungBearbeitete SOTA-Werke, Research Community Map, Erweiterte Liste der LiteraturMo., 02.05.2022, 08:00 Uhr
Fragestellung, WertschöpfungExport der Literaturliste, Gelesene und bearbeitete Publikationen, Beschreibung der Paper-IdeeMo., 09.05.2022, 08:00 Uhr
WertschöpfungLiteraturbeitragstabelle, Visualisierung der Kernaussage/des MehrwertsMo., 16.05.2022, 08:00 Uhr
WertschöpfungIllustration des Kerninhalts/Mehrwerts des PapersMo., 23.05.2022, 08:00 Uhr
PaperAusgearbeitete StrukturDi., 07.06.2022, 08:00 Uhr
PaperPaperMo., 20.06.2022, 08:00 Uhr
PaperPaper, Peer-ReviewMo., 27.06.2022, 08:00 Uhr
VortragFertige VortragsfolienMo., 11.07.2022, 08:00 Uhr
VortragÜberarbeitete Vortragsfolien für den VortragMo., 18.07.2022, 08:00 Uhr
AbschlussFinales Paper, verwendete MaterialienMo., 08.08.2022, 08:00 Uhr


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


  • Montag, 18.07.2022 (10:30 Uhr – 16:00 Uhr) & Dienstag, 19.07.2022 (10:30 Uhr – 16:00 Uhr)


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