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2017 | OriginalPaper | Chapter

8. Game-Based Learning, Serious Games, Business Games und Gamification –Lernförderliche Anwendungsszenarien, gewonnene Erkenntnisse und Handlungsempfehlungen

Authors : Axel Jacob, Frank Teuteberg

Published in: Gamification und Serious Games

Publisher: Springer Fachmedien Wiesbaden

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Zusammenfassung

Im Beitrag werden die Begriffe Game-Based Learning, Serious Games, Business Games und Gamification analysiert, voneinander abgegrenzt und Rückschlüsse gezogen, in welchem Kontext der jeweilige Ansatz ein adäquates Mittel zur Vermittlung von Wissen oder zum Fördern gewünschter Verhaltensweisen darstellt. Game-Based Learning stellt ein grundlegendes Prinzip dar. Lerninhalte werden hierbei auf Basis eines Spiels oder einer Simulation vermittelt. Umgesetzt wird dieses Prinzip in Serious Games bzw. in Business Games, die eine abgrenzbare Teilmenge der Serious Games darstellen. Gamification ist ein dem Game-Based Learning ähnliches, aber doch abgrenzbares Grundprinzip. Bei Gamification soll Lernen nicht auf Basis eines Spiels, sondern durch Elemente eines Spiels erfolgen. Dieser Unterschied scheint auf den ersten Blick marginal, hat aber weitreichende Konsequenzen.
Am Beispiel der Hochschule Osnabrück wird erläutert, wie die Konzepte jeweils angewandt werden, welcher potenzielle Nutzen zu erwarten ist und welche Handlungsempfehlungen sich für Bildungseinrichtungen sowie Unternehmen ableiten lassen.

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Footnotes
1
Diese basiert auf den Taxonomien Taxonomy for Computer Simulations (Maier und Größler 1998) und Classification of Games (Aarseth et al. 2003; Elverdam und Aarseth 2007).
 
2
Im Original werden zusätzlich die möglichen Ausprägungen der Attribute beschrieben.
 
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Metadata
Title
Game-Based Learning, Serious Games, Business Games und Gamification –Lernförderliche Anwendungsszenarien, gewonnene Erkenntnisse und Handlungsempfehlungen
Authors
Axel Jacob
Frank Teuteberg
Copyright Year
2017
DOI
https://doi.org/10.1007/978-3-658-16742-4_8

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