Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology

Susanne Friedemann, Lisa Baumbach, Klaus Jantke


While teachers are increasingly realizing that playing and learning belong together, first gamification approaches are being applied to education. But the current solutions lack a real connection to the learning materials with regard to the content. For this reason it is required to design playing experiences close to textbook exercises likely to foster learning processes. A textbook gamification concept is proposed that directly sets up game mechanics on a textbook using given exercises which are transformed into playful quests. Thus, appropriate learning elements and didactic structures are integrated in the gamification application. The concept is based on the decision oriented instructional design model (DO-ID) and the webble technology approach which is an interface technology tailored toward creative human-machine interaction processes.


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Paper Citation

in Harvard Style

Friedemann S., Baumbach L. and Jantke K. (2015). Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology . In Proceedings of the 7th International Conference on Computer Supported Education - Volume 2: CSEDU, ISBN 978-989-758-108-3, pages 116-126. DOI: 10.5220/0005489101160126

in Bibtex Style

author={Susanne Friedemann and Lisa Baumbach and Klaus Jantke},
title={Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology},
booktitle={Proceedings of the 7th International Conference on Computer Supported Education - Volume 2: CSEDU,},

in EndNote Style

JO - Proceedings of the 7th International Conference on Computer Supported Education - Volume 2: CSEDU,
TI - Textbook Gamification - Transforming Exercises into Playful Quests by using Webble Technology
SN - 978-989-758-108-3
AU - Friedemann S.
AU - Baumbach L.
AU - Jantke K.
PY - 2015
SP - 116
EP - 126
DO - 10.5220/0005489101160126