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The Use of Game World Tasks Concepts in Higher Education

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9894))

Abstract

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.

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Correspondence to Renée Schulz .

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© 2016 Springer International Publishing AG

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Schulz, R., Prinz, A., Isabwe, G.M.N. (2016). The Use of Game World Tasks Concepts in Higher Education. In: Marsh, T., Ma, M., Oliveira, M., Baalsrud Hauge, J., Göbel, S. (eds) Serious Games. JCSG 2016. Lecture Notes in Computer Science(), vol 9894. Springer, Cham. https://doi.org/10.1007/978-3-319-45841-0_6

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  • DOI: https://doi.org/10.1007/978-3-319-45841-0_6

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-45840-3

  • Online ISBN: 978-3-319-45841-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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