---
_id: '63109'
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>
- lang: eng
  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.
author:
- first_name: Ha My
  full_name: Truong, Ha My
  id: '44239'
  last_name: Truong
citation:
  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>'
  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>
  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} }'
  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>.
  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.
  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.'
date_created: 2025-12-16T08:36:17Z
date_updated: 2025-12-16T13:05:59Z
department:
- _id: '33'
doi: 10.31244/9783830998372
editor:
- first_name: Bardo
  full_name: Herzig, Bardo
  last_name: Herzig
- first_name: Birgit
  full_name: Eickelmann, Birgit
  last_name: Eickelmann
- first_name: Franziska
  full_name: Schwabl, Franziska
  last_name: Schwabl
- first_name: Johanna
  full_name: Schulze, Johanna
  last_name: Schulze
- first_name: Jan
  full_name: Niemann, Jan
  last_name: Niemann
keyword:
- Game-based learning
- Gamification
- Hochschullehre
- Lehrkräftebildung
language:
- iso: eng
page: 179-189
publication: Lehrkräftebildung in der digitalen Welt. Zukunftsorientierte Forschungs-
  und Praxisperspektiven
publication_identifier:
  isbn:
  - '9783830948377'
publication_status: published
publisher: Waxmann Verlag GmbH
status: public
title: Level Up! Gamification in der Lehrkräfteausbildung - Konzeption und Erfahrung
  eines gamifizierten Seminars in der Hochschullehre für Lehramtsstudierende
type: book_chapter
user_id: '44239'
year: '2024'
...
---
_id: '34123'
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.
author:
- first_name: Mesut
  full_name: Alptekin, Mesut
  id: '11763'
  last_name: Alptekin
- first_name: Katrin
  full_name: Temmen, Katrin
  id: '30086'
  last_name: Temmen
citation:
  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>'
  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>
  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}
    }'
  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>.'
  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.'
  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>.
  short: 'M. Alptekin, K. Temmen, in: The Challenges of the Digital Transformation
    in Education, Springer International Publishing, Cham, 2019.'
conference:
  end_date: 2018-09-28
  location: Kos Island, Greece
  name: International Conference on Interactive Collaborative Learning and Engineering
    Pedagogy (ICL) 2018
  start_date: 2018-09-25
date_created: 2022-11-22T11:32:35Z
date_updated: 2024-12-29T11:09:43Z
ddc:
- '000'
department:
- _id: '34'
- _id: '300'
doi: 10.1007/978-3-030-11932-4_54
file:
- access_level: closed
  content_type: application/pdf
  creator: mesutalp
  date_created: 2024-12-29T11:07:54Z
  date_updated: 2024-12-29T11:07:54Z
  file_id: '57865'
  file_name: fullpaper_camera_ready.pdf
  file_size: 366224
  relation: main_file
  success: 1
file_date_updated: 2024-12-29T11:07:54Z
has_accepted_license: '1'
keyword:
- Augmented Reality
- Laboratory Training
- Engineering Education
- Gamification
language:
- iso: eng
place: Cham
publication: The Challenges of the Digital Transformation in Education
publication_identifier:
  isbn:
  - '9783030119317'
  - '9783030119324'
  issn:
  - 2194-5357
  - 2194-5365
publication_status: published
publisher: Springer International Publishing
status: public
title: Gamification in an Augmented Reality Based Virtual Preparation Laboratory Training
type: book_chapter
user_id: '11763'
year: '2019'
...
---
_id: '20547'
author:
- first_name: Lisa
  full_name: Nguyen Quang Do, Lisa
  last_name: Nguyen Quang Do
- first_name: Eric
  full_name: Bodden, Eric
  id: '59256'
  last_name: Bodden
  orcid: 0000-0003-3470-3647
citation:
  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>'
  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>
  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} }'
  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>.'
  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.'
date_created: 2020-11-30T09:37:35Z
date_updated: 2022-01-06T06:54:29Z
department:
- _id: '76'
doi: 10.1145/3236024.3264830
keyword:
- Gamification
- Integrated Environments
- Program analysis
language:
- iso: eng
main_file_link:
- url: http://www.bodden.de/pubs/db18gamifying.pdf
page: 714-718
place: New York, NY, USA
publication: Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering
  Conference and Symposium on the Foundations of Software Engineering
publication_identifier:
  isbn:
  - 978-1-4503-5573-5
publisher: ACM
series_title: ESEC/FSE 2018
status: public
title: Gamifying Static Analysis
type: conference
user_id: '5786'
year: '2018'
...
