@inbook{63109,
  abstract     = {{<jats:p>Game-based Learning (GBL) und Gamification (GF) gewinnen im schulischen Umfeld zunehmend an Bedeutung. Ihr Einsatz bietet die Möglichkeit, eigenverantwortliches Lernen im Unterricht zu fördern, bringt aber auch Herausforderungen für Lehr- und Lernprozesse mit sich. Daher ist es von großer Bedeutung, angehenden Lehrkräften die notwendigen Kompetenzen zu vermitteln, um GBL und GF effektiv in den Unterricht zu integrieren. Vor diesem Hintergrund wurde ein Lehrkonzept für die Hochschullehre entwickelt und hinsichtlich der Zielerreichung evaluiert. Der vorliegende Beitrag gibt einen Einblick in die Gestaltungsaspekte des Seminars sowie erste Erkenntnisse und Erfahrungen der Studierenden.</jats:p>}},
  author       = {{Truong, Ha My}},
  booktitle    = {{Lehrkräftebildung in der digitalen Welt. Zukunftsorientierte Forschungs- und Praxisperspektiven}},
  editor       = {{Herzig, Bardo and Eickelmann, Birgit and Schwabl, Franziska and Schulze, Johanna and Niemann, Jan}},
  isbn         = {{9783830948377}},
  keywords     = {{Game-based learning, Gamification, Hochschullehre, Lehrkräftebildung}},
  pages        = {{179--189}},
  publisher    = {{Waxmann Verlag GmbH}},
  title        = {{{Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende}}},
  doi          = {{10.31244/9783830998372}},
  year         = {{2024}},
}

@inbook{34123,
  abstract     = {{Through technological progress during recent years, Augmented Reality (AR) technology can be used on ordinary smartphones with applications (Apps) in many formal and informal learning environments and educational institutions (e.g. [1, 2]). It is emerging as a suitable technology for teaching psychomotor skills. Simultaneously, gamification has become increasingly popular in the teaching field, providing famous examples, such as Duolingo (for the acquisition of foreign languages) or Codecademy (for learning programming languages) [3]. Many papers have already highlighted the beneficial aspects of gamification and AR for education and teaching (e.g. [1, 2, 4, 5]. While gamification is useful for improving students’ motivation and engagement, AR can be applied to teach them operational skills without any time, costs and place constraints. Hence, this opens up numerous possibilities and forms to combine these two aspects (AR and gamification) for higher education teaching. However, there has been less research focusing on how gamification and AR can be combined in a useful manner to keep up students’ initial motivation aroused through novelty effects of AR learning environments. Accordingly, this paper will present such a gamification concept for an AR based virtual preparation laboratory training to overcome the risk of demotivation, once AR will settle as a mainstream technology such as learning videos. The focus of the AR-App – presently being developed at the University of Paderborn – is to remedy the students’ lack of practical skills when operating electro-technical laboratory equipment during their compulsory laboratory training.}},
  author       = {{Alptekin, Mesut and Temmen, Katrin}},
  booktitle    = {{The Challenges of the Digital Transformation in Education}},
  isbn         = {{9783030119317}},
  issn         = {{2194-5357}},
  keywords     = {{Augmented Reality, Laboratory Training, Engineering Education, Gamification}},
  location     = {{Kos Island, Greece}},
  publisher    = {{Springer International Publishing}},
  title        = {{{Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training}}},
  doi          = {{10.1007/978-3-030-11932-4_54}},
  year         = {{2019}},
}

@inproceedings{20547,
  author       = {{Nguyen Quang Do, Lisa and Bodden, Eric}},
  booktitle    = {{Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering}},
  isbn         = {{978-1-4503-5573-5}},
  keywords     = {{Gamification, Integrated Environments, Program analysis}},
  pages        = {{714--718}},
  publisher    = {{ACM}},
  title        = {{{Gamifying Static Analysis}}},
  doi          = {{10.1145/3236024.3264830}},
  year         = {{2018}},
}

