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„Dagmar’s Digital Day – A Self-Assessment Game“

Journal article

Ein Werkstattbericht

Fast facts

  • Further publishers

    Stephanie Lotzow

  • Publishment

    • Verein Forum neue Medien in der Lehre Austria ( A-6890 Lustenau) 2024
  • Purpose of publication

  • Organizational unit

  • Subjects

    • Differential psychology, personality psychology and diagnostics
    • Graphic design/communication design
    • Cultural and media education
  • Research fields

    • Learning and learning processes
    • Media

Quote

Heßler, D. and Lotzow, S., 2024. "Dagmar's Digital Day - A Self-Assessment Game". Journal of Higher Education Development, 19(1), pp.189-208.

Content

In addition to the pure entertainment factor, serious games have the potential to teach, learn and research in a playful way. This potential will be demonstrated using the example of "Dagmar's Digital Day - A Self-Assessment Game" (LevelUp, 2023). The game is designed for data collection, data export and data modification and thus makes an innovative contribution to research as well as an offer for further education in the field of digital competence. In this workshop report, the developers of the game provide an insight into the production process and, in addition to the central functions, also highlight the challenges that arise in the area of conflict between research and gamification.

References

Keywords

Game Studies

Gamification

Media competence

Open Source

Psychology

Serious Games

Visual Novel

Notes and references

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