Possible Uses of Digital Gamebooks in Teaching
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. With a transfer of this principle from classic books to digital environments, this also creates application possibilities in a teaching/learning context. The preparation of teaching/learning materials as a gamebook offers great potential in this regard, among other things in questions of feedback and individual, personalized learning paths. This proseminar provides an introduction to the topic of digital gamebooks. It follows a conference-like sequence in which various topics are developed throughout 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. The seminar will focus in particular on possible applications, potentials and challenges for different target groups, topics and teaching/learning scenarios.
Contact
Class Information
Dates
Courses
- 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 over 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:
- Monday, 04.04.2022 (16:00)
Topic – Individual appointments (15 minutes):
- Wednesday, 20.04.2022
Focus, idea – Individual appointments (20 minutes):
- Monday, 09.05.2022; Tuesday, 10.05.2022; Wednesday, 11.05.2022
Illustration – Individual appointments (30 minutes):
- Monday, 23.05.2022; Tuesday, 24.05.2022; Wednesday, 25.05.2022
Structure presentation – Individual appointments (30 minutes):
- Monday, 11.07.2022; Tuesday, 12.07.2022; Wednesday, 13.07.2022
Conference:
- Monday, 18.07.2022 (10:30 – 16:00) & Tuesday, 19.07.2022 (10:30 16:00)
Topics
There are a total of 10 different themes, which can be divided into two subject areas. All topics are assigned twice. The processing takes place in individual work.
Subject area 1: Possible applications
How might digital gamebooks be used in each of these areas? What perspectives need to be considered? For which topics or in which areas of application would digital gamebooks be suitable in the respective environment? Which already established forms of teaching might already resemble the gamebook principle or could be well complemented or perhaps even replaced by it? This is just a selection of the questions that arise from these topics.
- Possible uses of digital gamebooks in schools
- Possible uses of digital gamebooks in universities
- Possible uses of digital gamebooks in vocational training and continuing education
- Possible uses of digital gamebooks for learning in everyday life
- Possible uses of digital gamebooks for learning in old age
Topic 2: Potentials and challenges
Different target groups are served in the different areas. This results in different potentials and challenges. What is the target group that the gamebook is intended to address? What must be considered when creating gamebooks for this target group? What skills and knowledge do the users of the gamebooks have or need? This is just a sampling of the questions that arise with these issues.
- Potentials and challenges of digital gamebooks in schools
- Potentials and challenges of digital gamebooks in universities
- Potentials and challenges of digital gamebooks in schools
- Potentials and challenges of digital gamebooks for learning in everyday life
- Potential and challenges of digital gamebooks for learning in old age