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Textbook gamification: Methods and technologies

: Friedemann, Susanne; Jantke, Klaus P.; Baumbach, Lisa


Zvacek, S.:
Computer supported education. 7th International Conference, CSEDU 2015 : Lisbon, Portugal, May 23-25, 2015, revised selected papers
Cham: Springer International Publishing, 2016 (Communications in computer and information science 583)
ISBN: 978-3-319-29584-8 (Print)
ISBN: 978-3-319-29585-5 (Online)
International Conference on Computer Supported Education (CSEDU) <7, 2015, Lisbon>
Fraunhofer IDMT ()

The digitalization of our society is bringing with it digital media everywhere incl. all levels of education from pre-school to lifelong learning. But school is conservative by nature and reluctant to change. Digital games form the most dynamic area of mediatization and a strong market outperforming by the rate of growth any other media business. Digital games attract players of all ages. In response, game-based learning is flourishing. But also textbook publishers have reasons to be reluctant. Although there is a trend toward digital textbooks, playfulness is rare. Textbook gamification is a novel approach to overcome this deficiency. It is pragmatic and efficient, because it builds upon the existing digital material of available textbooks. Particular game categories prove to be effective for the transformation of learning material into a playful form. Webble technology provides the matching IT concepts for gamification. Practical game design and development is demonstrated.