Universität Wien
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070172 UE Methodenworkshop - Spieldesign und interaktives Geschichtenerzählen (2026S)

5.00 ECTS (2.00 SWS), SPL 7 - Geschichte
Prüfungsimmanente Lehrveranstaltung

An/Abmeldung

Hinweis: Ihr Anmeldezeitpunkt innerhalb der Frist hat keine Auswirkungen auf die Platzvergabe (kein "first come, first served").

Details

max. 25 Teilnehmer*innen
Sprache: Englisch

Lehrende

Termine (iCal) - nächster Termin ist mit N markiert

Ort: GameLab der Universität Wien, Didaktik der Geschichte, Raum 1.63 (1. Stock), Porzellangasse 4, 1090 Wien

  • Montag 02.03. 13:15 - 14:45 Ort in u:find Details
  • Montag 09.03. 13:15 - 14:45 Ort in u:find Details
  • Montag 16.03. 13:15 - 14:45 Ort in u:find Details
  • Montag 23.03. 13:15 - 14:45 Ort in u:find Details
  • Montag 13.04. 13:15 - 14:45 Ort in u:find Details
  • Montag 20.04. 13:15 - 14:45 Ort in u:find Details
  • Montag 27.04. 13:15 - 14:45 Ort in u:find Details
  • Montag 04.05. 13:15 - 14:45 Ort in u:find Details
  • Montag 11.05. 13:15 - 14:45 Ort in u:find Details
  • Montag 18.05. 13:15 - 14:45 Ort in u:find Details
  • Montag 01.06. 13:15 - 14:45 Ort in u:find Details
  • Montag 08.06. 13:15 - 14:45 Ort in u:find Details
  • Montag 15.06. 13:15 - 14:45 Ort in u:find Details
  • Montag 22.06. 13:15 - 14:45 Ort in u:find Details
  • Montag 29.06. 13:15 - 14:45 Ort in u:find Details

Information

Ziele, Inhalte und Methode der Lehrveranstaltung

This course examines games as tools for teaching and learning. Students will analyze how different game formats—role-playing simulations, board games, interactive fiction, and digital experiences—can convey historical and humanistic content in ways that traditional pedagogy cannot.

The course asks: When is a game the right tool for teaching something? How do you design a game that achieves specific learning objectives? How do you evaluate whether it worked?

Students will play and critically analyze existing educational games, engage with game design theory and scholarship, and apply these frameworks to develop their own game prototypes. The final project is a collaborative game design with documented rationale and playtesting.

Methods include gameplay sessions, lectures on game design theory, group discussions, iterative design work, and peer playtesting.

Art der Leistungskontrolle und erlaubte Hilfsmittel

Active participation in gameplay sessions and discussions (25%)
Short written reflections on games played (10%)
Game design proposal with pedagogical justification (15%)
Final group project: playable game prototype with design documentation (40%)
Individual reflection paper on the design process (10%)

(Exact percentages subject to change)

Mindestanforderungen und Beurteilungsmaßstab

Attendance at a minimum of 80% of sessions is required. Students must complete all written assignments and contribute meaningfully to the group project.

Grading scale:

1 (Excellent): Demonstrates sophisticated understanding of game design principles; final project shows clear pedagogical rationale, effective mechanics, and evidence of iteration based on playtesting.
2 (Good): Solid understanding of principles; final project is functional with adequate justification, minor gaps in execution or documentation.
3 (Satisfactory): Basic understanding demonstrated; final project meets minimum requirements but lacks depth in rationale or iteration.
4 (Sufficient): Minimal engagement with concepts; final project is incomplete or poorly justified but shows some effort.
5 (Insufficient): Fails to meet minimum requirements; excessive absences; incomplete or missing work.

Prüfungsstoff

While there is no formal exam, students should be prepared to discuss and apply:

The MDA framework (Mechanics, Dynamics, Aesthetics)
Procedural rhetoric and how game mechanics convey arguments
The concept of "essential experience" in game design
Differences between game formats (role-playing, board games, interactive fiction, digital) and their pedagogical affordances
Principles of playtesting and iterative design
Critical evaluation of educational games

Literatur

Hunicke, R., LeBlanc, M., & Zemanek, R. (2004). "MDA: A Formal Approach to Game Design and Game Research." Proceedings of the AAAI Workshop on Challenges in Game AI.
Schell, J. (2019). The Art of Game Design: A Book of Lenses (3rd ed.). CRC Press. (Selections)
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press. (Selections)
Carnes, M. (2014). Minds on Fire: How Role-Immersion Games Transform College. Harvard University Press. (Selections)
Additional readings on specific game formats will be provided during the course.

Zuordnung im Vorlesungsverzeichnis

SP Digital Humanities

MA Geschichte (V2019): PM2 / PM3 - Methodenworkshop (5 ECTS).

Letzte Änderung: Fr 27.02.2026 07:46