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„Dagmar’s Digital Day – A Self-Assessment Game“

Ein Werkstattbericht

Fast facts

  • Further publishers

    Stephanie Lotzow

  • Publishment

    • 2024
  • Journal

    Zeitschrift für Hochschulentwicklung (1)

  • Organizational unit

  • Subjects

    • Differential psychology, personality psychology and diagnostics
    • Graphic design/communication design
    • Cultural and media education
  • Publication format

    Journal article (Article)

Quote

D. Heßler and S. Lotzow, “„Dagmar’s Digital Day – A Self-Assessment Game“,” Zeitschrift für Hochschulentwicklung, vol. 19, no. 1, pp. 189–208, 2024 [Online]. Available: https://doi.org/10.21240/zfhe/19-01/10

Content

In addition to the pure entertainment factor, serious games have the potential to teach, learn and research in a playful way. This potential will be demonstrated using the example of "Dagmar's Digital Day - A Self-Assessment Game" (LevelUp, 2023). The game is designed for data collection, data export and data modification and thus makes an innovative contribution to research as well as an offer for further education in the field of digital competence. In this workshop report, the developers of the game provide an insight into the production process and, in addition to the central functions, also highlight the challenges that arise in the area of conflict between research and gamification.

Keywords

Game Studies

Gamification

Media competence

Open Source

Psychology

Serious Games

Visual Novel

Notes and references

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