With our lighthouse projects, we want to demonstrate the power of games for higher education in large or innovative courses at Leuphana University. We closely cooperate with colleagues from different faculties and support them in reinventing existing courses to make the best use of serious games.
Information scientists need to be able to develop novel solutions quickly and do so in effective teams.
In two AI Project courses, we introduced the methodology of agile project management with serious games. Among others, the teams now work with “Lego4Scrum” and “Cards Against Agility”.
COURSE OWNERS: Debayan Banerjee, Martin Kohler, Prof. Dr. Ricardo Usbeck
GAME – DIDAKTIK TEAM: Saskia Sterzl, Ivelina Karaatanasova, Nilufar Ernazarova, Dr. Johannes Katsarov
Every winter semester, around 1,500 new bachelor’s students from all Leuphana faculties are introduced to scientific methods in a joint lecture. In this lighthouse project, we identified a number of digital games that can be used to make the course more meaningful and engaging. Among others, we worked with the games “Cranky Uncle“, “DocDuck“, “Survival of the Best Fit“, and “The Climate Game” to impart important messages about scientific methodology.
COURSE OWNERS: Prof. Dr. Henrik von Wehrden, Dr. Charlotte Gohr
GAME – DIDAKTIK TEAM: Dr. Johannes Katsarov, Saskia Sterzl, Dustin Thulke, Johanna Willich, Marit Klinge, Timon Freyer
Advising students on projects like Bachelor theses is an important task of academics. In this lighthouse project, we are developing a serious game, currently called “BeratungsGame”. It aims at sensitizing academic teachers for some of the main challenges in advising students, and at developing good practices.
Developing the game is a joint project with Leuphana’s Teaching Centre (Lehrservice), an advisory board of experts on advising students, and the Game-Didaktik Team. Completion is scheduled for Winter 2025/26.
PRODUCT OWNERS: Anke Brehl, Dr. Judith Gurr
ADVISORY BOARD: Dr. Claudia Nounla, Prof. Dr. Nils Helge Schebb, Thies Reinck, Dr. Sigrun Lehnert
GAME – DIDAKTIK TEAM: Dr. Johannes Katsarov, Saskia Sterzl, Dustin Thulke, Johanna Willich, Marit Klinge, Timon Freyer
To advance the recognition of the power of game-based learning at Leuphana, we developed a course to train students in developing serious games related to ethics and sustainability. The course is offered to all interested students as part of Leuphana’s complementary studies (BA level).
In this course, students analysed existing serious games, writing game critiques. In teams, they then developed concepts and prototypes for novel games.
In the course, we employed a variety of gamified approaches and discussed various games. One game that we developed specifically for this course, is currently called “Game Mechanics for Transformation” (see picture). It trains students in imagining how a wide variety of game mechanism could contribute to educational games for the development of ethical and sustainable attitudes and behaviors.
COURSE OWNERS: Dr. Johannes Katsarov, Prof. Dr. Torben Schmidt
GAME – DIDAKTIK TEAM: Dr. Johannes Katsarov, Maya Kim, Johanna Willich
In this lighthouse, we support the TrICo Innovation Community “School Improvement & Leadership” in developing a serious game called “Transform.Ed” for the training of school directors. The game will be used in teacher-training courses offered at Leuphana and in further education for school directors.
COURSE OWNERS: Prof. Dr. Marc Kleinknecht, Prof. Dr. Marcus Pietsch
TrICo TEAM: Ninja Müller, Dennis Wohlfeil
GAME-DIDAKTIK TEAM: Dr. Johannes Katsarov, Johanna Willich
Leuphana offers a liberal education programme called Studium Individuale (B.A.), which gives students the freedom and the responsibility to design their own tailored Bachelor’s curriculum. “Ways of Knowing” is the major-specific methods course of the Studium Individuale – additionally, all students participate in a general introduction on scientific methods in the Leuphana Semester (common first semester for all Bachelor students at Leuphana). Since the Studium Individuale is highly interdisciplinary, allowing students to combine all sorts of courses, “Ways of Knowing” pursues a highly foundational and critical approach to methods: The goal is to learn to “know how to know”, how to ask good questions, understand how different methods will lead to different forms of knowledge, and how to interpret them critically, thus fostering a continually reflective outlook within the pursuit of self-directed learning. The focus lies on instilling the basis of methods and skills which can then be honed and developed through practical application and ongoing experiment, e.g., in reading and interpreting scientific texts, in counting and analysing numerical data, in observing and describing phenomena, etc. For the “Ways of Knowing Lighthouse”, we have developed a set of games, e.g. playful ways to engage with the interpretation of statistics, or a variant of the classic game “Taboo” called “Explain It Like an Acrobat” which challenges students to describe basic objects like tables or refrigerators while forbidding most terms commonly associated with them.
COURSE OWNER: PD Dr. Steffi Hobuss
GAME – DIDAKTIK TEAM: Dr. Johannes Katsarov, Marit Klinge
Are you interested in using games to innovate one of your courses? We would be happy to talk with you!
Contact us at: saskia.sterzl@leuphana.de
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