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Textbook Gamification: Methods and Technologies

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Computer Supported Education (CSEDU 2015)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 583))

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Abstract

The digitalization of our society is bringing with it digital media everywhere incl. all levels of education from pre-school to lifelong learning. But school is conservative by nature and reluctant to change. Digital games form the most dynamic area of mediatization and a strong market outperforming by the rate of growth any other media business. Digital games attract players of all ages. In response, game-based learning is flourishing. But also textbook publishers have reasons to be reluctant. Although there is a trend toward digital textbooks, playfulness is rare. Textbook gamification is a novel approach to overcome this deficiency. It is pragmatic and efficient, because it builds upon the existing digital material of available textbooks. Particular game categories prove to be effective for the transformation of learning material into a playful form. Webble technology provides the matching IT concepts for gamification. Practical game design and development is demonstrated.

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Acknowledgement

Part of the authors’ work has been supported by the German Federal Ministry for Education and Research (BMBF) within the project Webble TAG, grant no. 03WKP41D.

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Correspondence to Klaus P. Jantke .

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Friedemann, S., Jantke, K.P., Baumbach, L. (2016). Textbook Gamification: Methods and Technologies. In: Zvacek, S., Restivo, M., Uhomoibhi, J., Helfert, M. (eds) Computer Supported Education. CSEDU 2015. Communications in Computer and Information Science, vol 583. Springer, Cham. https://doi.org/10.1007/978-3-319-29585-5_24

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  • DOI: https://doi.org/10.1007/978-3-319-29585-5_24

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