Perspectives of Innovations, Economics and Business

  Previous Article | Back to Volume | Next Article
  Abstract | References | Citation | Download | Preview | Statistics
Volume 14
Issue 3
Online publication date 2014-08-05
Title Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University
Author Robert Aust, Michael Nitsche, Johannes Pelka
By the beginning of the 21st century, media education on topics such as video games and strategies founded on the concept of Game-Based Learning has become an essential issue in school educational contexts. Continually rising standards in gameplay as well as recent developments in technology, in the gaming community, in the concepts and expectations of the potentials of gaming, have successively changed the perspectives on who is playing what, when and for what purpose, as well as on the consequences, opportunities and problems of gaming itself.  

The authors of this article designed a seminar at the Faculty of Education at Leipzig University, in which different scenarios of playing computer games in school pedagogical contexts could be tried out, discussed and reflected on. The course was developed, tested and evaluated in cooperation with the Computer Gaming School Leipzig (ComputerSpielSchule Leipzig) before and during the summer semester of 2014. The aim was to create a situation in which future teachers and seminar instructors would be able to reflect critically on the opportunities, obstacles and challenges of a sensible integration of entertainment software (such as video games) in pedagogical teaching concepts. Theoretical and critical introductions to some selected issues concerning Game-Based Learning and computer games in general as well as hands-on gaming experience (gained in three practical sessions) provided the basis for discussion in the seminar.
Adachi, P.J.C., Willoughby, T., 2013. More Than Just Fun and Games. The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills and Academic Grades. In: Journal of Youth and Adolescence 42 (5), 671-686. DOI: 10.1007/s10964-013-9913-9

Anderson, R.S., Speck, B.W., 1998. “Oh what a difference a team makes”. Why team teaching makes a difference. In: Teaching and Teacher Education 14 (7), 671-686

Aust, R., 2012. Modularized e-Seminars for Academic Students in Teacher Training at the University of Leipzig. In: J. Beseda, Z. Machát and T. Simandlová (Eds.. 7th DisCo Conference Reader. New Media and Education. Prague: Centre for Higher Education, 130-137

Aust, R., Bothe, C., Murata Arendt, K.-A., 2013. Images and the Implementation of e-Portfolios in Teacher Training. In: J. Beseda and Z. Machát (Eds.. New Technologies and Media Literacy Education. 8th Conference Reader DisCo 2013: Prague, 260-269

Bennett, S., Maton, K., Kervon, 2008. The ‘digital natives’ debate. A critical review of the evidence. In: British Journal of Educational Technology 39 (5), 775-786. DOI: 10.1111/j.1467-8535.2007.00793.x
Betz, J., Condon, C., 2010. Crush the Castle 2. Version 1.2. Irvine: Armor Games

Blizzard, Activision Blizzard, 2004. World of Warcraft. Version 4.03. Santa Monica, Paris: Activision Blizzard

Brock, M., Keitel, J., Lange, J., 2014. Partizipative Seminargestaltung und -evaluation im Lehramtsstudium. In: Schulpädagogik heute 5 (10)

Brown, J.S., 2013. Learning in and for the 21st century. In: CJ Koh Professorial Lectures Series (4), 13-22. Accessible online: [22.02.2015]

EA Sports, 2013. FIFA 14. Version. Redwood Shores, Redwood City (USA. Electronic Arts
Federal States of Germany (10.09.2002). Interstate Treaty on the Protection of Human Dignity and the Protection of Minors in Broadcasting and in Telemedia. JMStV

Figazollo, L., 2006. Impact of PISA 2006 on the Education Policy Debate. Accessible online: Website Documents/2009-00036-01-E.pdf [22.02.2015]

Flick, U. (Ed.), 2006. Qualitative Evaluationsforschung. Konzepte, Methoden, Umsetzung. Reinbeck: Rowohlt Taschenbuch Verlag

Freitas, S. de, 2008. Serious Virtual Worlds. A scoping study. Prepared for the JISC e-Learning Programme. Serious Games Institute/ Coventry University. Coventry 

Fromme, J., Biermann, R., Unger, A., 2010. “Serious Games” oder “taking games seriously”? In: K. Hugger and M. Walber (Eds.): Digitale Lernwelten. Konzepte, Beispiele, Perspektiven. 1. Ed. Wiesbaden: VS Verlag, 39-58

Ganguin, S., 2012. Gaming Seriously? - A Quantitative Study of Students’ Conception of Playing. In: W. Kaminski and M. Lorber (Eds.): Gamebased Learning. Clash of Realities 2012. München: KoPäd, 13-31

Gea, M., 2012. New Models of Learning in Higher Education. In: J. Beseda, Z. Machát and T. Simandlová (Eds.): 7th DisCo Conference Reader. New Media and Education. Prague: Centre for Higher Education, 41-48

Gebel, C.: Gurt, M., Wagner, U., 2004. Kompetenzförderliche Potenziale populärer Computerspiele. Kurzfassung der Ergebnisse des Projekts „Kompetenzförderliche und kompetenzhemmende Faktoren in Computerspielen“. Ed. v. JFF. München

Gee, J.P, 2008. Cats and Portals. Video Games, Learning, and Play. In: American Journal of Play 1 (2), 229-245

Geisler, M., 2010. Soziale Potentiale beim Computerspielen und in Computerspielgemein-schaften. In: S. Ganguin and B. Hoffmann (Eds.): Digitale Spielkultur. München: kopaed, 167-177

Herfter, C., 2014. Qualität universitärer Bildung. Theoretische und empirische Explorationen zur Perspektive der Studierenden. Leipzig: Leipziger Universitätsverlag.

Holmlid, E., Kurteanu, D., Lima Jr., G., Mikaellsin, S., 2009. Continuity. Version. Seattle, Goteburg: Ragtime Games

Ioannidou, A., 2013. Lebenslanges Lernen als Steuerungsmodell staatlicher Bildungspolitik. In: Bildung und Erziehung 66 (4), 375-383

Johnson, L., Adams, S., Cummins, M., 2012. The NMC Horizon Report. 2012. Higher Education Edition. Austin: The New Media Consortium

Johnson, L., Brown, M., Adams Becker, S., 2013. NMC Horizon Report. 2014. Higher Education Edition. Austin: The New Media Consortium

Johnson, S., 2012. Theme is not meaning: Who Decides What a Game Is About? In: C. Steinkuehler, K. Squire and S. Barab (Eds.): Video games, learning, and society. Learning and meaning in the digital age. Cambridge: Cambridge University Press, 32-39

Kaipasoft, 2009. Bloons Tower Defense 4. Version 1.33: Ninjakiwi. Accessible online: [23.05.2014]

Kegel, S., 2007. Computerspiele. Wenn Kinder Mörder Spielen. Interview mit Christian Pfeiffer. In: FAZ 58, 19.12.2007 (295), S.38

King Digital Entertainment, 2012. Candy Crush Saga. Version IOS: 1.23.1, Android (1.22). London: King Digital Entertainment

Kultusministerkonferenz, 2012. Medienbildung in der Schule. Accessible online:

Lampert, C., Schwinge, C., Teredesai, S., 2011. Kompetenzförderung in und durch Computerspiele(n). In: Fritz, C. Lampert, H.-J. Schmidt and T. Witting (Ed.): Kompetenzen and exzessive Nutzung bei Computerspielern: Gefordert, gefördert, gefährdet. Berlin: Vistas (Schriftenreihe Medienforschung der Landesanstalt für Medien Nordrhein-Westfalen, 66), 117-180

Linke, A., Zerfass, A., 2013. Social media governance. Regulatory frameworks for successful online communications. In: Journal of Communication Management. 17 (13), 270-286. DOI: 10.1108/JCOM-09-2011-0050

Livingstone, S., Kirwil, L., Ponte, C., Staksrud, E., 2013. In their own words. What bothers children online? Ed. EU Kids Online Network. The London School of Economics and Political Science. London

Long, F., 2013. Digital Literacy and the Rhizomatic Learner. In: J. Beseda and Z. Machát (Eds.): New Technologies and Media Literacy Education. 8th Conference Reader DisCo 2013: Prague, S.25-29

Matveev, A., Harvey, P., 2004. 3D Logic. Micro Games. Accessible online via Kongregate: lo [22.02.2015]

Mayring, P., 2000. Qualitative Content Analysis. [28 paragraphs]. In: Forum: Qualitative Social Research 1 (2). Accessible online: view/1089 [22.02.2015]

Mayring, P., 2003. Qualitative Inhaltsanalyse. Grundlagen und Techniken. 8. Auflage Weinheim: Beltz

McGonigal, J., 2010. Gaming can make a better World. Transcript. Conference on Technology, Entertainment, Design (TED Talks). New York City, Vancouver

McGonigal, J., 2012. Reality is broken. Why games make us better and how they can change the world. London: Vintage

Medienpädagogischer Forschungsverbund Südwest, 2014. JIM-Studie 2014. Jugend, Information, (Multi-)Media. Stuttgart. Accessible online: [22.02.2015]

Medienpädagogischer Forschungsverbund Südwest (Ed.), 2015. KIM-Studie 2014. Kinder Medien. Computer Internet. Basisuntersuchung zum Medienumgang 6- bis 13-Jähriger in Deutschland. Stuttgart

Melville, D. et al., 2009. Higher Education in a Web 2.0 World. Report of an independent Committee of Inquiry into the impact on higher education of students’ widespread use of Web 2.0 technologies. Committee of Inquiry into the Changing Learner Experience

Millidge, R., Damp Gnat Ltd, 2011. Wonderputt. Version. Brighton: Kongregate Entertainment. Accessible online: [23.05.2014]

Mößle, Th., Kleimann, M., Rehbein, F., Pfeiffer, Ch., 2006. Mediennutzung, Schulerfolg, Jugendgewalt und die Krise der Jungen. In: Zeitschrift für Jugendkriminalität und Jugendhilfe 17 (3), 295-309

Mouaheb, H., Fahli, A., Moussetad, M., Eljamali, S., 2012. The serious game: what educational benefits? 4th World Conference on Educational Sciences (WCES-2012) 02-05 February 2012 Barcelona, Spain. In: Procedia - Social and Behavioral Sciences 46, S. 5502-5508. DOI: 10.1016/j.sbspro.2012.06.465

Mukherjee, R. S., 2013. Background document distributed for the 8th Ordinary Session on Ethics of the Information. Bratislava: 27-29 May 2013

Müller, R., Plieninger, J., Rapp, C., 2013. Recherche 2.0. Finden und Weiterverarbeiten in Studium und Beruf. Wiesbaden: VS Verlag

Nitsche, M., 2012. Die Mitte der Gesellschaft. Computer- und Videospiele zwischen Public Relations und medienpädagogischer Wirklichkeit. In: POWISION 7 (1), 101101-110000

O’Reilly, T., 2005). Design Patterns and Business Models for the Next Generation of Software. Online:

Prensky, M., 2013. Digital Game-Based Learning. E-Book. Paragon House ed. St. Paul, Minn: Paragon House
Related Designs, Blue Byte, 2009. Anno 1404. Version 1.3. Rennes: Ubisoft

Ridder, C.-M., Turecek, I., 2011. Medienzeitbudgets und Tagesablaufverhalten. In: Medien Perspektiven (12), 570-582. Online access: [22.02.2015]

Riot Games, 2009. League of Legends. Version 4.8. Los Angeles (USA), Shencen (China): Riot Games; Tencent Holdings

Schmidt, H.-J., Drosselmeier, M., Rohde, W., Fritz, j., 2011. Problematische Nutzung und Abhängigkeit von Computerspielen. In: j. Fritz, C. Lampert, H.-J. Schmidt and T. Witting (Eds.): Kompetenzen und exzessive Nutzung bei Computerspielern: Gefordert, gefördert, gefährdet. Berlin: Vistas (Schriftenreihe Medienforschung der Landesanstalt für Medien Nordrhein-Westfalen, 66), 201-252

Sheeler, C., Lapointe, J., 2009. Minim. Version. London: King Digital Entertainment. Accessible online: [22.02.2015]

Sicart, M., 2013. Moral Dilemmas in Computer Games. In: DesignIssues 29/3, 28-37. Accessible online: [22.02.2015]

Snider, R., 2010. Hello Worlds! Version. Seattle, Washington. Accessible online: [22.02.2015]

Spitzer, Manfred, 2012. Digitale Demenz. Wie wir uns und unsere Kinder um den Verstand bringen. München: Droemer Knaur

Spiewak, M., 2012. Macht uns der Computer dumm? Der Psychiater Manfred Spitzer warnt vor "digitaler Demenz"; der Medienpsychologe Peter Vorderer hält das für Quatsch. Ein Streitgespräch. In: Zeitschrift für Jugendkriminalität und Jugendhilfe 67, 2012 (37)

Squire, K., Jenkins, H., 2011. Video games and learning. Teaching and participatory culture in the digital age. New York: Teachers College Press (Technology, education-connections: the TEC series)

Sticca, F., Perren, S., 2013. Is Cyberbullying Worse than Traditional Bullying? Examining the Differential Roles of Medium, Publicity, and Anonymity for the Perceived Severity of Bullying. In: Journal in Youth and Adolescence 42 (5), 739-750. DOI: 10.1007/s10964-012-9867-3

Telltale Games, 2012. The Walking Dead. Episode One. San Rafael: Telltale Games

Thomas, D., Brown, J.S., 2009. Why virtual worlds can matter. In: International Journal of Learning and Media. 1 (1), 37-49. DOI: 10.1162/ijlm.2009.0008

UNESCO, 2002. Information and Communication Technologies in Teacher Education. A planning guide. Paris: UNESCO Division of Higher Education

Werbach, K., Hunter, D., 2012. For the Win. How Game Thinking can Revolutionize your Business. Philadelphia: Wharton Digital Press

Keywords Digital Game-Based Learning, teacher training, video games
Pages 113-131
Download Full PDF Download
  Previous Article | Back to Volume | Next Article
Search in articles
Journal Published articles
PIEB 611
Journal Hits
PIEB 1779406
Journal Downloads
PIEB 28559
Total users online -