Game Based Media & Education

Master of Science

Master of Science

With the course "Game Based Media & Education, MSc" a university course has been developed, which is increasingly oriented towards the individual research interests of the students and towards a future-oriented link to the current research practice of games, media and education research.

The course has a modular structure. The first four semesters can be individually compiled from various contents (modules) of the following courses:

  • MediaGamePedagogy
  • Action-oriented media pedagogy
  • game studies

In consultation with the head of the course, students can also choose from other courses offered by the centre.

In the 5th and 6th semesters, the students deepen their knowledge of the methodology of scientific work and write their Master's thesis. Finally, the research part of the Master's thesis must be submitted to a conference, a scientific journal or a journal.

Compulsory courses I: Applied Competence

Core competence: Theory of game

Contents

The course is dedicated to the theoretical foundations of game science research and thus to the question: Can game be defined and what changes when we understand something as a game?
To this end, core texts of the game theoretical debate will first be presented and reflected upon, which make the historical development of the game discourse visible, while at the same time providing the theoretical basis for game studies to this day. On the basis of these texts, instead of a uniform definition of what game is now, various game theoretical perspectives are identified, in the field of tension of which a reflected examination of the topic of game & games should become possible. The aim is therefore to sharpen the "game theoretical view" and to enable an independent examination of fundamental concepts of game theoretical discourse. Furthermore, participants should be encouraged to reflect on game theoretical concepts beyond the medium of games as a perspective on human interaction and cultural construction of meaning.

ECTS-Points

6

Core competence: Future media

Contents

In the "Future Media" module we take a look into the future. Currently available and in development technologies and products in the field of robotics, augmented/virtual reality, intelligent sensors, apps, artificial intelligence, machine and deep learning are presented in detail and tested for meaningful use. The underlying technologies are also referred to.

The aim of the module is to understand the status quo with regard to what is already feasible, or will be feasible soon, and to enable a critical examination of new technologies instead of being pushed into the role of the passive user.

ECTS-Points

6

Core competence: Innovative education

Contents

What comes into view from an educational perspective on Serious Games? How are game purpose and game design related? And to what extent can learning theories and didactic models be used to analyse games and design educational game concepts?

These questions will be discussed theoretically and explored practically during the course. Innovative e-learning with mobile devices will be presented as well as the possibility to make learning and teaching with gamification more attractive.

ECTS-Points

6

Applied project

Contents

The project work is a practical work, whereby the options are extremely varied. For example, a game prototype can be implemented, an event can be organised or a complex machina can be produced. The project work can either be carried out with fellow students or with a partner organisation (company/association etc.).

ECTS-Points

12

Compulsory courses II: Research

Philosophy of science

Goals

In this module the participants deal with science theory as well as guidelines and principles for good scientific work.

ECTS-Points

6

Research methods

Goals

In this module students are introduced to the qualitative and quantitative research paradigm in order to carry out their own research project within the framework of the Master Thesis.

ECTS-Points

6

Master thesis

Goals

The Master Thesis gives the students of the course the opportunity,

  1. to work on a topic in a part of the course and thereby acquire specialist knowledge, and
  2. to conduct a scientifically based study, thereby demonstrating his/her ability to formulate objectives, define problems, select methods, systematically implement and present them.

A further objective may be to submit a summary of the Master's thesis as an article to a specialist publication (e.g. journal, conference or anthology; together with the supervisor) so that the acquired knowledge can be made known to a broad specialist audience.

ECTS-Points

18

Compulsory subjects III: Subject-specific research paradigms, theory building and method development

Philosophy of Science Consolidation

Contents

Expression in the field of science theory.

ECTS-Points

3

Research & Writing for Game-, Media- and Education Studies

Contents

Scientific writing for submissions to journals and conferences.

ECTS-Points

3

Consolidation in Qualitative Research Methodologies

Contents

Subject-specific methodology I: Qualitative paradigm in games, media and educational research

ECTS-Points

3

Consolidation in Quantitative Research Methodologies

Contents

Subject-Specific Methodology II: Quantitative Paradigm in Game, Media and Education Research

ECTS-Points

3

Elective courses I

Playcentered Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Persuasive Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Alternate Reality Games

Contents

In the module students deal with Alternate Reality Games and Augmented Reality applications. In class, technical basics as well as different application possibilities and already realized projects are highlighted. In addition, students design their own prototypes.

ECTS-Points

6

critical game studies

Contents

Starting from a general discussion of the concept of "critique" in everyday life and science, the course asks the question of the relationship between data, information and knowledge: on what basis do we make assessments, how do we make a judgement, and what does this mean for the idea of scientific "objectivity"? So the focus is on the question of the construction of meaning, which is illuminated at different levels: how do the "values" on the basis of which we give meaning to things arise? How does the scientific discipline of game studies try to give itself "meaning"? And finally: How and by what does "meaning" arise in computer games?

The aim of this discussion is to create the basis for a "critical view" of the phenomenon of computer games and at the same time to sharpen the view of one's own "values" that underlie this view.

ECTS-Points

6

Business of Gaming

Contents

The Business of Gaming module provides insights behind the scenes of the games industry. Based on the experiences of various project managers, possible mistakes are pointed out in addition to the recipes for success. As practical work, the students complete a project application for any funding programme, which can also be submitted as an option.

ECTS-Points

6

Media pedagogical fundamentals

Contents

Media socialisation is a cornerstone for the use of media education. How has the media landscape, its possibilities and usage behaviour changed in recent years? What does this mean for use in education and teaching? In the module, students are introduced to modern media pedagogical practice through practical exercises. A thematic focus here is on digital games, whereby the phenomena multiplayer and online worlds as well as a critical examination of digital games are addressed.

ECTS-Points

6

Media ethics and protection of minors

Contents

This course deals with the protection of minors and (game) media in German-speaking countries. It explains labelling systems such as PEGI and USK, often misunderstood remedies such as the infamous "indexing" and the role(s) and duties of the media in times of fake news, lack of media ethics and "killer game debates".

ECTS-Points

6

Design of playful learning environments

Contents

The module "Designing playful learning environments" deepens the use of various digital games that can be used in (school) instruction / to train different skills or to build up competences. First, the role of the game in learning in general is discussed. More detailed is the occupation with Serious Games (definition, categorisation, structure, possibilities of use). Using concrete examples, games are examined for their usefulness with regard to their use in a learning setting. In numerous exercises, the participants are given the opportunity to test for themselves which didactic settings are necessary to use digital games in a teaching sequence and to ensure transfer.

ECTS-Points

4

Play and theatre pedagogy

Contents

The aim of the module is for the participants to learn what theatre pedagogy can do for children, adolescents and adults by means of the lecture, but also by means of practical exercises and games. It is only about the rehearsal and performance of a play, but rather about theatre or theatre pedagogical games as help for problems, as therapy. The participants also receive suggestions for further reading or a detailed list of games that are suitable in certain situations or with certain groups. Parallels to computer games are pointed out as well as new forms of theatre in which computer games become a topic.

ECTS-Points

4

Media rights

Contents

The module deals with legal and economic contexts with regard to modern communication and information technology. In the course of the course, the legal framework in the areas of e-commerce law, consumer protection, imprint obligation, the correct inclusion of general terms and conditions, special features in distance selling as well as legal issues in connection with online advertising will be discussed at national and EU level. The learned legal norms are illustrated by numerous practical examples. The aim of the lecture is to develop the ability to recognise relevant relationships between one's own actions and the legal framework and to adapt internal company processes accordingly.

ECTS-Points

2

Introduction to the development of digital learning games

Contents

The module deals with both technical and creative methods of game development. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to quickly achieve playable results and applies them in practice. Technologies like the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods.

ECTS-Points

4

Informal learning in interactive media worlds

Contents

The module introduces students to forms and possibilities of informal learning in connection with digital media, with particular emphasis on digital games.

The following topics will be dealt with:

  • gender & diversity
  • social learning
  • interculturality
  • e-sports
  • mobile gaming

In addition to the theoretical introduction, the students also work on the implementation of their own projects and ideas for their practice.

ECTS-Points

4

Experiential education

Contents

In an interdisciplinary approach, media worlds of children and young people are brought together with classical tasks and methods of experiential education. In addition to an introduction to experiential education, the seminar focuses on the active confrontation with playful methods of team building, personality development and social learning. In addition, the seminar will test and theoretically substantiate how current smartphone technology can be used for experiential education projects such as "Mobile Games".

ECTS-Points

4

Introduction and testing of practical projects

Contents

For the action-oriented orientation of the course, the participants should get to know best practice projects and try them out for themselves. A further focus of the module is to design and implement a project of their own. This serves as preparation for the project work module. The lecturers have many years of experience in the implementation of projects with children, young people and adults and can pass on their experience not only with regard to practical implementation, but also the organisational framework conditions such as project applications and possible financing models (project management).

ECTS-Points

2

Target group-oriented methodology and didactics

Contents

The focus of this module is on the mediation methods related to different target groups as well as institutionally conditioned structures in the school-based and extracurricular youth education work. It consists of a part in which basic methods are taught and, in addition, a further part which deals with the concrete thematisation of virtual game worlds in non-formal learning settings.

ECTS-Points

2

Pedagogical and technical media competence

Contents

The teaching of media competence does not only include a technical part, in which the operation and use of a medium is thematised, but must also take pedagogical questions into account. The combination of these two contents enables the course participants to adequately consider the technical application and the pedagogical goal orientation in the conception of their own projects. Cultural and social questions as well as the political dimensions of media pedagogy will be considered. Special challenges such as the (e)participation of young people or the anchoring of projects in the active media work of adolescents are also in the focus.

ECTS-Points

2

Core competence: Gamification

ECTS-Points

6

Current Topics in Game Sciences

Contents

Different workshops and free modules can be credited for the subject "Current Topics in Game Sciences".

ECTS-Points

6

Current Topics in Media Studies

Contents

Different workshops and free modules can be credited for the subject "Current Topics in Media Studies".

ECTS-Points

6

Current topics in the educational sciences

Contents

Different workshops and free modules can be credited for the subject "Current Topics in Educational Sciences".

ECTS-Points

6

Elective courses II

Specialization: Games & Society

ECTS-Points

3

Specialization: Games Research & Theory

ECTS-Points

3

Specialization: Game Practice (Design & Development)

ECTS-Points

3

Specialization: Media & Society

ECTS-Points

3

Specialization: Media Research & Theory

ECTS-Points

3

Specialization: Media Practice (Design & Development)

ECTS-Points

3

Specialization: Education & Society

ECTS-Points

3

Specialization: Education Research & Theory

ECTS-Points

3

Specialization: Educational Practice (Applied Education)

ECTS-Points

3

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