6533b7d0fe1ef96bd125b67e
RESEARCH PRODUCT
The Use of Game World Tasks Concepts in Higher Education
Ghislain Maurice Norbert IsabweAndreas PrinzRenée Schulzsubject
Structure (mathematical logic)Game art design060102 archaeologyHigher educationbusiness.industryGame design documentComputer science05 social sciencesFlexibility (personality)06 humanities and the arts050105 experimental psychologyGame designHuman–computer interactionSituatedMathematics education0501 psychology and cognitive sciences0601 history and archaeologybusinessGame Developerdescription
The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games, look into the structure and its connections to the game world.
year | journal | country | edition | language |
---|---|---|---|---|
2016-01-01 |