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



3 ECTS (PO 2018)


4 ECTS (PO 2022)


Kickoff Meeting03.04.2023, 12:30-14:00
MeetingsAfter arrangement (s. Dates)


Study Programs

  • Computer Science (B.Sc.)


The grade is composed of:

  • written elaboration (paper): 50%
    • weekly submissions: 10%
    • final paper: 40%
  • Presentation: 50%
    • 20 minute presentation
    • active participation in the discussion


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

RechercheThemaDi., 11.04.2023, 08:00
RechercheThemenfeldMo., 17.04.2023, 08:00
RechercheCommunity Mo., 24.04.2023, 08:00
RechercheFokusDi., 02.05.2023, 08:00
WertschöpfungIdeeMo., 08.05.2023, 08:00
WertschöpfungLiteraturverwendung + VisualisierungsideeMo., 15.05.2023, 08:00
WertschöpfungVisualisierungMo., 22.05.2023, 08:00
PaperSkizzeMo., 05.06.2023, 08:00
PaperFormMo., 19.06.2023, 08:00
PaperFinalisieren + ReviewMo. 26.06.2023, 08:00
PaperReviewMo., 03.07.2023, 08:00
VortragPräsentationMo., 10.07.2023, 08:00
VortragFinalisierenMo., 17.07.2023, 08:00
AbschlussPaperMo., 21.08.2023, 08:00


Kickoff Meeting:

  • Mon., 03.04.2023, 12:30-14:00 (5054)

Topic - Individual Meetings (15 minutes)

  • 08.05.2023-10.05.2023

Visualization - Individual Meetings (30 minutes)

  • 22.05.2023-24.05.2023

Presentation – Individual Meetings (30 minutes):

  • 10.07.2023-12.07.2023


  • 17.07.2023 & 18.07.2023, 9-16 (5054)


All topics deal with possible applications, potentials and challenges in the use of digital gamebooks in teaching. Thereby 7 different areas are illuminated. The topics will be assigned multiple times. The working is done in individual work.

Subject area: Application possibilities, potentials and challenges 

How could digital gamebooks be used for the respective target groups? 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 here. For the different target groups at the same time, there are also 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? 

  • Digital Gamebooks in Primary School (Grade 1-4)
  • Digital Gamebooks in School (Grade 5-13)
  • Digital Gamebooks in Higher Education
  • Digital Gamebooks in Vocational Training
  • Digital Gamebooks in Everyday Life (Lifelong Learning, Leisure)
  • Digital Gamebooks for Older Adults (50+)
  • Digital Gamebooks for People with Disabilities

Previous courses