[{"author":[{"full_name":"Truong, Ha My","id":"44239","last_name":"Truong","first_name":"Ha My"}],"date_created":"2025-12-16T08:36:17Z","publisher":"Waxmann Verlag GmbH","date_updated":"2025-12-16T13:05:59Z","doi":"10.31244/9783830998372","title":"Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende","publication_status":"published","publication_identifier":{"isbn":["9783830948377"]},"citation":{"mla":"Truong, Ha My. “Level Up! Gamification in Der Lehrkräfteausbildung - Konzeption Und Erfahrung Eines Gamifizierten Seminars in Der Hochschullehre Für Lehramtsstudierende.” <i>Lehrkräftebildung in Der Digitalen Welt. Zukunftsorientierte Forschungs- Und Praxisperspektiven</i>, edited by Bardo Herzig et al., Waxmann Verlag GmbH, 2024, pp. 179–89, doi:<a href=\"https://doi.org/10.31244/9783830998372\">10.31244/9783830998372</a>.","short":"H.M. Truong, in: B. Herzig, B. Eickelmann, F. Schwabl, J. Schulze, J. Niemann (Eds.), Lehrkräftebildung in Der Digitalen Welt. Zukunftsorientierte Forschungs- Und Praxisperspektiven, Waxmann Verlag GmbH, 2024, pp. 179–189.","bibtex":"@inbook{Truong_2024, title={Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende}, DOI={<a href=\"https://doi.org/10.31244/9783830998372\">10.31244/9783830998372</a>}, booktitle={Lehrkräftebildung in der digitalen Welt. Zukunftsorientierte Forschungs- und Praxisperspektiven}, publisher={Waxmann Verlag GmbH}, author={Truong, Ha My}, editor={Herzig, Bardo and Eickelmann, Birgit and Schwabl, Franziska and Schulze, Johanna and Niemann, Jan}, year={2024}, pages={179–189} }","apa":"Truong, H. M. (2024). Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende. In B. Herzig, B. Eickelmann, F. Schwabl, J. Schulze, &#38; J. Niemann (Eds.), <i>Lehrkräftebildung in der digitalen Welt. Zukunftsorientierte Forschungs- und Praxisperspektiven</i> (pp. 179–189). Waxmann Verlag GmbH. <a href=\"https://doi.org/10.31244/9783830998372\">https://doi.org/10.31244/9783830998372</a>","ama":"Truong HM. Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende. In: Herzig B, Eickelmann B, Schwabl F, Schulze J, Niemann J, eds. <i>Lehrkräftebildung in Der Digitalen Welt. Zukunftsorientierte Forschungs- Und Praxisperspektiven</i>. Waxmann Verlag GmbH; 2024:179-189. doi:<a href=\"https://doi.org/10.31244/9783830998372\">10.31244/9783830998372</a>","ieee":"H. M. Truong, “Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende,” in <i>Lehrkräftebildung in der digitalen Welt. Zukunftsorientierte Forschungs- und Praxisperspektiven</i>, B. Herzig, B. Eickelmann, F. Schwabl, J. Schulze, and J. Niemann, Eds. Waxmann Verlag GmbH, 2024, pp. 179–189.","chicago":"Truong, Ha My. “Level Up! Gamification in Der Lehrkräfteausbildung - Konzeption Und Erfahrung Eines Gamifizierten Seminars in Der Hochschullehre Für Lehramtsstudierende.” In <i>Lehrkräftebildung in Der Digitalen Welt. Zukunftsorientierte Forschungs- Und Praxisperspektiven</i>, edited by Bardo Herzig, Birgit Eickelmann, Franziska Schwabl, Johanna Schulze, and Jan Niemann, 179–89. Waxmann Verlag GmbH, 2024. <a href=\"https://doi.org/10.31244/9783830998372\">https://doi.org/10.31244/9783830998372</a>."},"page":"179-189","year":"2024","user_id":"44239","department":[{"_id":"33"}],"_id":"63109","language":[{"iso":"eng"}],"keyword":["Game-based learning","Gamification","Hochschullehre","Lehrkräftebildung"],"type":"book_chapter","publication":"Lehrkräftebildung in der digitalen Welt. Zukunftsorientierte Forschungs- und Praxisperspektiven","status":"public","editor":[{"last_name":"Herzig","full_name":"Herzig, Bardo","first_name":"Bardo"},{"full_name":"Eickelmann, Birgit","last_name":"Eickelmann","first_name":"Birgit"},{"first_name":"Franziska","full_name":"Schwabl, Franziska","last_name":"Schwabl"},{"last_name":"Schulze","full_name":"Schulze, Johanna","first_name":"Johanna"},{"last_name":"Niemann","full_name":"Niemann, Jan","first_name":"Jan"}],"abstract":[{"lang":"ger","text":"<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>"},{"text":"Game-based learning (GBL) and gamification (GF) are becoming increasingly relevant in the school environment. Their use offers the opportunity to promote independent learning in the classroom, but also poses challenges for teaching and learning processes. Therefore, it is of great importance to provide future teachers with the necessary competencies to effectively integrate GBL and GF into the classroom. Against this background, a teaching concept for higher education was developed and evaluated in terms of achievement. This article provides insights into the design aspects of the seminar as well as initial findings and experiences of the students.","lang":"eng"}]},{"conference":{"location":"Kos Island, Greece","end_date":"2018-09-28","start_date":"2018-09-25","name":"International Conference on Interactive Collaborative Learning and Engineering Pedagogy (ICL) 2018"},"doi":"10.1007/978-3-030-11932-4_54","author":[{"full_name":"Alptekin, Mesut","id":"11763","last_name":"Alptekin","first_name":"Mesut"},{"full_name":"Temmen, Katrin","id":"30086","last_name":"Temmen","first_name":"Katrin"}],"date_updated":"2024-12-29T11:09:43Z","citation":{"apa":"Alptekin, M., &#38; Temmen, K. (2019). Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training. In <i>The Challenges of the Digital Transformation in Education</i>. International Conference on Interactive Collaborative Learning and Engineering Pedagogy (ICL) 2018, Kos Island, Greece. Springer International Publishing. <a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">https://doi.org/10.1007/978-3-030-11932-4_54</a>","short":"M. Alptekin, K. Temmen, in: The Challenges of the Digital Transformation in Education, Springer International Publishing, Cham, 2019.","bibtex":"@inbook{Alptekin_Temmen_2019, place={Cham}, title={Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training}, DOI={<a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">10.1007/978-3-030-11932-4_54</a>}, booktitle={The Challenges of the Digital Transformation in Education}, publisher={Springer International Publishing}, author={Alptekin, Mesut and Temmen, Katrin}, year={2019} }","mla":"Alptekin, Mesut, and Katrin Temmen. “Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training.” <i>The Challenges of the Digital Transformation in Education</i>, Springer International Publishing, 2019, doi:<a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">10.1007/978-3-030-11932-4_54</a>.","ieee":"M. Alptekin and K. Temmen, “Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training,” in <i>The Challenges of the Digital Transformation in Education</i>, Cham: Springer International Publishing, 2019.","chicago":"Alptekin, Mesut, and Katrin Temmen. “Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training.” In <i>The Challenges of the Digital Transformation in Education</i>. Cham: Springer International Publishing, 2019. <a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">https://doi.org/10.1007/978-3-030-11932-4_54</a>.","ama":"Alptekin M, Temmen K. Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training. In: <i>The Challenges of the Digital Transformation in Education</i>. Springer International Publishing; 2019. doi:<a href=\"https://doi.org/10.1007/978-3-030-11932-4_54\">10.1007/978-3-030-11932-4_54</a>"},"place":"Cham","publication_status":"published","has_accepted_license":"1","publication_identifier":{"isbn":["9783030119317","9783030119324"],"issn":["2194-5357","2194-5365"]},"file_date_updated":"2024-12-29T11:07:54Z","user_id":"11763","department":[{"_id":"34"},{"_id":"300"}],"_id":"34123","status":"public","type":"book_chapter","title":"Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training","date_created":"2022-11-22T11:32:35Z","publisher":"Springer International Publishing","year":"2019","language":[{"iso":"eng"}],"ddc":["000"],"keyword":["Augmented Reality","Laboratory Training","Engineering Education","Gamification"],"file":[{"success":1,"relation":"main_file","content_type":"application/pdf","file_size":366224,"file_id":"57865","file_name":"fullpaper_camera_ready.pdf","access_level":"closed","date_updated":"2024-12-29T11:07:54Z","creator":"mesutalp","date_created":"2024-12-29T11:07:54Z"}],"abstract":[{"lang":"eng","text":"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."}],"publication":"The Challenges of the Digital Transformation in Education"},{"language":[{"iso":"eng"}],"keyword":["Gamification","Integrated Environments","Program analysis"],"department":[{"_id":"76"}],"series_title":"ESEC/FSE 2018","user_id":"5786","_id":"20547","status":"public","publication":"Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering","type":"conference","doi":"10.1145/3236024.3264830","main_file_link":[{"url":"http://www.bodden.de/pubs/db18gamifying.pdf"}],"title":"Gamifying Static Analysis","author":[{"last_name":"Nguyen Quang Do","full_name":"Nguyen Quang Do, Lisa","first_name":"Lisa"},{"id":"59256","full_name":"Bodden, Eric","last_name":"Bodden","orcid":"0000-0003-3470-3647","first_name":"Eric"}],"date_created":"2020-11-30T09:37:35Z","publisher":"ACM","date_updated":"2022-01-06T06:54:29Z","page":"714-718","citation":{"bibtex":"@inproceedings{Nguyen Quang Do_Bodden_2018, place={New York, NY, USA}, series={ESEC/FSE 2018}, title={Gamifying Static Analysis}, DOI={<a href=\"https://doi.org/10.1145/3236024.3264830\">10.1145/3236024.3264830</a>}, booktitle={Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering}, publisher={ACM}, author={Nguyen Quang Do, Lisa and Bodden, Eric}, year={2018}, pages={714–718}, collection={ESEC/FSE 2018} }","mla":"Nguyen Quang Do, Lisa, and Eric Bodden. “Gamifying Static Analysis.” <i>Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering</i>, ACM, 2018, pp. 714–18, doi:<a href=\"https://doi.org/10.1145/3236024.3264830\">10.1145/3236024.3264830</a>.","short":"L. Nguyen Quang Do, E. Bodden, in: Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering, ACM, New York, NY, USA, 2018, pp. 714–718.","apa":"Nguyen Quang Do, L., &#38; Bodden, E. (2018). Gamifying Static Analysis. <i>Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering</i>, 714–718. <a href=\"https://doi.org/10.1145/3236024.3264830\">https://doi.org/10.1145/3236024.3264830</a>","chicago":"Nguyen Quang Do, Lisa, and Eric Bodden. “Gamifying Static Analysis.” In <i>Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering</i>, 714–18. ESEC/FSE 2018. New York, NY, USA: ACM, 2018. <a href=\"https://doi.org/10.1145/3236024.3264830\">https://doi.org/10.1145/3236024.3264830</a>.","ieee":"L. Nguyen Quang Do and E. Bodden, “Gamifying Static Analysis,” in <i>Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering</i>, 2018, pp. 714–718, doi: <a href=\"https://doi.org/10.1145/3236024.3264830\">10.1145/3236024.3264830</a>.","ama":"Nguyen Quang Do L, Bodden E. Gamifying Static Analysis. In: <i>Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering</i>. ESEC/FSE 2018. ACM; 2018:714-718. doi:<a href=\"https://doi.org/10.1145/3236024.3264830\">10.1145/3236024.3264830</a>"},"place":"New York, NY, USA","year":"2018","publication_identifier":{"isbn":["978-1-4503-5573-5"]}}]
