Universität Wien

490061 PS Lehren und Lernen (2019S)

Gameful Design und Game-based Learning

5.00 ECTS (2.00 SWS), SPL 49 - Lehrer*innenbildung
Prüfungsimmanente Lehrveranstaltung

An/Abmeldung

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

Details

max. 15 Teilnehmer*innen
Sprache: Englisch

Lehrende

Termine (iCal) - nächster Termin ist mit N markiert

Donnerstag 14.03. 09:45 - 12:15 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Donnerstag 14.03. 13:15 - 15:45 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Donnerstag 28.03. 09:45 - 12:15 Seminarraum 7 Sensengasse 3a 2.OG
Donnerstag 28.03. 13:15 - 15:45 Seminarraum 7 Sensengasse 3a 2.OG
Donnerstag 11.04. 09:45 - 12:15 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Donnerstag 11.04. 13:15 - 15:45 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Donnerstag 09.05. 09:45 - 12:15 Seminarraum 7 Sensengasse 3a 2.OG
Donnerstag 09.05. 13:15 - 15:45 Seminarraum 7 Sensengasse 3a 2.OG
Donnerstag 23.05. 09:45 - 12:15 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Donnerstag 23.05. 13:15 - 15:45 TU Wien, Bibliothek der Human Computer Interaction Group, Argentinierstraße 8, 2. Stock, 1040 Wien
Donnerstag 13.06. 09:45 - 12:15 Seminarraum 7 Sensengasse 3a 2.OG
Donnerstag 13.06. 13:15 - 15:45 Seminarraum 7 Sensengasse 3a 2.OG

Information

Ziele, Inhalte und Methode der Lehrveranstaltung

Contents:
The course Game-based Learning and Gameful Design discusses theoretical backgrounds and practical application of game-based learning and gamification, primarily in the context of school teaching but also across broader application areas. It is held in cooperation with the Human Computer Interaction Group at the Faculty of Informatics at TU Wien. Participants collaborate with technical students and engage in a `design as research' approach as they work on a series of six different practical game-based learning and gamification tasks. These tasks are tackled by mixed student groups. Preceding and following each task, there is a joint workshop session. Development will be handled by TU Wien students. No prior technical knowledge is necessary to participate in this course.

Goals:
The goals of the course are:
to convey competencies in using game design as a means of knowledge construction for teaching
to understand the many potential applications of game-based learning, gameful design and gamification for schools as well as recognise their limits and pitfalls
to model real-world problems in serious game design and gamification
to understand modern iterative, agile design and development methodologies and recognise their strengths and weaknesses
to unlock creativity and learn to evaluate ideas in the context of game-based learning.

Methods:
Students conceptualise, design and reflect on game-based learning and gamification applications. They also gain insights on the development, which is done by the technical students. The emphasis of the course is on different forms of sketching and prototyping design problems, ranging from analogue to digital prototypes and resulting in differentiated design insights. This also means that prototypes are meant only as a vehicle and students do not work towards a finished product. Student prototypes also engage with and feed into state-of-the-art research projects during the course.

Art der Leistungskontrolle und erlaubte Hilfsmittel

Active participation during the seminar, Participation in group work and presentation of results, seminar paper.

Mindestanforderungen und Beurteilungsmaßstab

mandatory attendance, punctual submission of group work and seminar thesis

Prüfungsstoff

Literatur

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Andrew Stapleton. 2005. Research as design – design as research. In
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Keith Trigwell. 2002. Approaches to Teaching Design Subjects: a quantitative
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https://doi.org/10.1386/adch.1.2.69

Paul Trowler and Terry Wareham. 2008. Tribes, territories, research and teaching
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John Zimmerman, Jodi Forlizzi, and Shelley Evenson. 2007. Research through
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SIGCHI conference on Human factors in computing systems. ACM, 493–502.

Diego Ávila-Pesántez, Luis A. Rivera, and Mayra S. Alban. 2017. Approaches for Serious Game Design: A Systematic Literature Review. The ASEE Computers in Education (CoED) Journal 8, 3 (2017).

Stephen Brookfield. 1998. Critically reflective practice. Journal of Continuing Education in the Health Professions 18, 4 (1998), 197–295.

Bill Buxton. 2007. Sketching User Experiences: Getting the Design Right and the Right Design. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.

J. Dewey. 1938. Logic: The Theory of Inquiry. Southern Illinois University Press.

Clive L. Dym, Alice M. Agogino, Ozgur Eris, Daniel D. Frey, and Larry J. Leifer.
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Henrik Gedenryd. 1998. How designers work – making sense of authentic cognitive activities. Ph.D. Dissertation. Lund University.

James Paul Gee. 2003. What video games have to teach us about learning and
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Kyle Gray, Kyle Gabler, Shalin Shodhan, and Matt Kucic. 2005. How to Prototype a Game in Under 7 Days. (Oct 2005). https://www.gamasutra.com/view/feature/130848/how_to_prototype_a_game_in_under_7_.php

Thomas Hainey, Thomas M. Connolly, Elizabeth A. Boyle, Amanda Wilson, and Aisya Razak. 2016. A systematic literature review of games-based learning empirical evidence in primary education.
Computers & Education 102 (2016), 202–223. https://doi.org/10.1016/j.compedu.2016.09.001

John Hattie. 2012. Visible Learning for Teachers: Maximizing Impact on Learning. Routledge.

Mick Healey. 2005. Linking research and teaching: exploring disciplinary spaces and the role of inquiry-based learning. Reshaping the University (2005), 14.

Rami Ismail. 2014. Game A Week: Getting Experienced At Failure. (Feb 2014). http://www.gamasutra.com/blogs/RamiIsmail/20140226/211807/Game_A_Week_Getting_Experienced_At_Failure.php

Daniel Johnson, Sebastian Deterding, Kerri-Ann Kuhn, Aleksandra Staneva, Stoyan Stoyanov, and Leanne Hides. 2016. Gamification for health and wellbeing: A systematic review of the literature.
Internet interventions 6 (2016), 89–106.

Fares Kayali. 2015. Educating secondary school teachers in game design and
game-based learning. In Perspectives on Art Education Symposium. De Gruyter, 59–65.

Bryan Lawson. 1997. How designers think: the design process demystified. Architectural Press.

Naemi Luckner and Peter Purgathofer. 2014. Explorative Design as an Approach
to Understanding Social Online Learning Tools. International Journal on Advances in Intelligent Systems 7, 3&4 (2014), 493–506.

Jane McGonigal. 2011. Reality is broken: Why games make us better and how they
can change the world. Penguin.

Zuordnung im Vorlesungsverzeichnis

Letzte Änderung: Mi 21.04.2021 13:39