Planspiel-Literaturdatenbank des ZMS

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  • 2021

  • Alf, Tobias; Hahn, Simon; Kraft, Stephan; Lang, Martin (2021) : Lehre mit Planspielen im digitalen Raum In: Ternes, Doris; Schnekenburger, Carsten Carlo (Hg.): Synchron und asynchron: Berichte, Erfahrungen und Beispiele zur Lehre in 2020, 5: Heilbronn: Duale Hochschule Baden-Württemberg - Center for Advanced Studies, Zentrum für Hochschuldidaktik und lebenslanges Lernen (#DUAL), S. 129-141. Online verfügbar unter, zuletzt geprüft am 26.07.2023


    Keywords: Lehre, Digital, hybrid, Planspiel
  • 2019

  • Ivens, Sven; Wiese, Gerlinde; Dittert, Klaus; Mußhoff, Oliver; Oberle, Monika (2019) : Hybrid Simulation Games in Agricultural Education: Effects of a Simulation Game to educate about the new German Fertiliser Ordinance In: Wardaszko, Marcin: Simulation and Gaming: through times and across disciplines: Past and future - heritage and progress: ISAGA 50th Anniversary Conference Proceedings 2019: Warsaw: SpringerLink, S. 219-233

    Keywords: Agriculture, ISAGA, hybrid
  • 2018

  • Muricho Onencan, Abby (2018) : Assessment of Hybrid Board Game-Based Learning Outcomes Using the Beatty Theoretical Framework In: Lukosch, Heide; Bekebrede, Geertje; Kortmann, Rens (Hg.): Simulation Gaming: Application for Sustainable Cities and Smart Infrastructures: 48th International Simulation and Gaming Association Conference, ISAGA 2017: Cham, Switzerland: Springer International Publishing AG, S. 161-172

    Abstract: Hybrid board games draw benefits from both the digital and physical
    worlds. They increase social interaction and provide an enjoyable, seamless
    experience. Nevertheless, hybrid artefacts do not fit snugly into established
    game genres, leading to ambiguity regarding the selection of measurement tools.
    To address this challenge, a video game assessment framework, as outlined in
    Beatty (2014), was selected. It has a generic template, four dimensions with their
    respective templates (macro-level, micro-level, builder meta-level and social
    meta-level) and two feedback loops. This framework was applied from April to
    August 2016 in Kenya, to assess the learning outcomes of the Nzoia WeShareIt
    game. Results indicate that the framework could provide a solution for assessing
    hybrid board games, subject to some adjustments, as outlined in this paper.
    Future work may entail application of the framework, in other drainage basins.

  • 2007

  • Saam, Nicole; Pichlbauer, Michaela; Fröhlich, Werner (2007) : Intervention mit Planspielen als Großgruppenmethode - Ergebnisse einer Interviewstudie In: Kriz, Willy C.: Planspiele für die Organisationsentwicklung: Berlin: WVB (Wandel und Kontinuität in Organisationen), S. 103-124
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