GBL in Practice: Stress-Rekord – A Serious Game for the Reduction of Mental and Physical Strains of Nursing Staff
The game is developed as a browser-based application so that it can run as a desktop version as well as on a mobile device. The aim of the learning environment is to teach prevention-related contents through a simulation of everyday work in a virtually modelled…
Narration Design in Educational Games
by Theresia Zimmermann To what extent may (interactive) storytelling contribute to an immersive learning experience? Narratives provide an opportunity to convey intended messages. To ensure that the author‘s message is understood by all players, a linear narrative structure may be the best option. Interactive or…
GBL in Practice: STEAM Escape Room: An Adaptation of the STEAM Serious Game
Escape Rooms can be used to explore a wide range of topics with learners in a completely different way. Most Escape Room scenarios start with a background story. The case presented here, for example, is a scenario that enables you to practise the basic principle…
GBL in Practice: STEAM – Serious Game to Train Experts in Advanced Multimodality
The STEAM online game is a serious game designed to train experts in advanced multimodality. Players have to select answers during a discussion. The number of right answers gives them access to selected modalities. Each modality combines a strategy, a tool and a learning environment….
Re:construction* – A Motivating and Successful Start into Studying Engineering
by Anna Seidel, Franziska Weidle, Claudia Börner How to get students excited about engineering and, at the same time, facilitate sustainable learning by using games? In 2018, the project Learn&Play began with the question of how students can be made aware of and prepared for…
Tools vs. Culture. Relation between Playfulness and Gamification in Education
by Helge Fischer Playfulness is a concept that can be applied to different entrepreneurial and/or educational contexts. Playing is increasingly prominent in our society; and gamification – i.e. the use of game elements in non- game contexts – has become a common practice in many…
GBL in Practice: Forbidden Words
“You know this game. It is a fun activity you can [do] with your students in class. It can be useful for students to refine their knowledge about specific terms. One person has to [describe] a term without using any of the five terms listed…
The GATE:VET Wiki – A Platform for GBL Concepts and Ideas
Learning should be fun and the use of game-based learning activities in the classroom can be easy. As many articles in this handbook show, games can enhance the learning experience, increase students’ motivation and playing can function as an active learning activity. Thus, it can…
Gamification’s Dark Side Horizon
by Matthias Heinz Surprisingly, game elements most associated with negative effects in education are also the ones that are used the most: Leaderboards, Badges and Points. Game elements which are intended to motivatecan demotivate. Using game elements can be associated with a variety of risks…
Recent Findings and Future Developments in GBL Research
by Steve Nebel Research should be gradually applied to other game mechanics and instructional principles. It is important to establish the respective conditions for success, potential and limitations. The central element of our research [08] is the assumption that the application of GBL or gamification…