Digital Learning and Gaming Cultures
The digital transformation characterizes profound cultural change processes that affect all areas of life. These influences are also evident in the education sector: The use of digital technologies is changing not only teaching and learning processes, but also the underlying values and paradigms. Declared in the 'Shift from teaching to learning', the learners move into the center. In order to take them and their needs into account, learning goal-oriented educational planning is supplemented by learning experience design. The focus here is on the promotion of individual learning experiences. This is where concepts and ideas from game development diffuse, as traditionally there is a strong focus on the needs of the target group, which is reflected in development paradigms such as Design Thinking. Furthermore, games represent original learning strategies. The use of (digital) game elements creates learning situations that are conducive to motivation, emotion and transfer, and thus supports the individualization of teaching and learning processes.
Core issues
In the research field "Digital Learning and Gaming Cultures", scientists from various disciplines jointly research the potentials and risks of game based learning, serious games and gamification. Moreover, the development process of game concepts and strategies and their application scenarios in competence and personnel development as well as organizational design are the focus of research. Participation in the scientific discourse serves to critically examine the use of concepts and ideas from game development in the context of learner-centered educational offers.
Topics:
- Game Based Learning, Serious Games, Gamification
- Structures of games and playing
- Potentials and risks of game-based learning
- Development environments and tools
- Playful Business and Leadership
- Motivation and emotion in the learning process
- Learning Experience Design (LXD)
References/Projects:
- E.F.A.
- Stress-Rekord
- DomIcILE-VR
- Mobiles Studienassistenzsystem – gOPAL
- LOS – Learning Experience in OPAL durch Spielelemente
Publications (selected):
Dyrna, J., Liebscher, M., Fischer, H., & Brade, M. (2020). Implementierung von VR-basierten Lernumgebungen – Theoretischer Bezugsrahmen und praktische Anwendung. In C. Müller Werder & J. Erlemann (Hrsg.), Seamless Learning - lebenslanges, durchgängiges Lernen ermöglichen (S. 59–68). Münster: Waxmann.
Lehmann, C., Fischer, H., Heinz, M. & Mueller, J. (2020). PonG: Parcours on Gamification – How to Get Educators Gamification-ready. In Proceedings of the 12th International Conference on Computer Supported Education – Volume 1: GonCPL, Prag, pp. 687-693. DOI: 10.5220/0009804406870693
Schade, C., Heinz, M., Fischer, H. & Schulz, S. (2019). Between Learning Objectives and Learning Experience: Methods for the Development of Game Based Learning Scenarios. In L. Elbæk, G. Majgaard, A. Valente & S. Khalid (Ed.), Proceedings oft he 13th European Conference on Games Based Learning, 3-4 October 2019, The University of Southern Denmark Odense, Denmark (S. 605-613). Reading, UK: ACPI.
You will soon have access to all other publications regarding this cluster in our edLUDO blog, which is currently being developed.
Contact the cluster Digital Learning and Gaming Cultures:
Dr. Helge Fischer, Corinna Lehmann
mz-dlsk@groups.tu-dresden.de