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Apart from the mere entertainment factor, the potential of serious games lies in a playful way of teaching, learning and researching. This paper demonstrates this potential using the example of “Dagmar’s Digital Day – A Self-Assessment Game” (LevelUp, 2023). Since the game is designed to collect, export and modify data, it makes an innovative contributiobn for both scientific research and individual learning in the field of digital competence. In this development report, the developers of the game provide an insight into the production process and show its central functions, as well as the challenges that arise in the area of conflict between research and gamification.

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