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Topinformationen

Über das yUOShi-Projekt

Vortrag zum Auftakt der Qualität plus-Projekte an der Universität Osnabrück (Feb. 2020)

Vortrag zur Eröffnung des LehrKolleg-Gebäudes (Dez. 2020)

Quellen Homepage

• Deterding, S., Dixon, D., Khaled, R., Nacke, L. (2011): From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments. S.915.

• Werbach, K.; Hunter, D. (2012): For the Win. How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.

• Garrison, D. R., Kanuka, H. (2004): Blended learning: Uncovering its transformative potential in higher education. The internet and higher education,7(2), S.95–1

• Richter, M., Flückiger, M. D. (2016): Usability und UX kompakt: Produkte für Menschen. 4. Auflage. Berlin, Heidelberg: Springer-Verlag.

 

Weiterführende Literatur

Kapp, K. M. (2012): The gamification of learning and instruction: game-based methods and strategies for training and edu-cation. SanFrancisco: Pfeiffer.

Sheldon, L. (2011). The multiplayer classroom: Designing coursework as a game. Boston: Course Technology.

Werbach, K.; Hunter, D. (2012).: For the Win. How Game Thinking Can Revolutionize Your Business. Philadelphia: Wharton Digital Press.

Video: Gamifying Education: How to make your classroom truly engaging