Quote
D. Heßler and S. Lotzow, ""Dagmar's Digital Day - A Self-Assessment Game"," Journal of Higher Education Development, vol. 19, no. 1, pp. 189-208, 2024.
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.
Keywords
Game Studies
Gamification
Media competence
Open Source
Psychology
Serious Games
Visual Novel