Virtual labs, gamification in university teaching and the role of ChatGPT in studies – these and other topics were discussed this week at the University:Future Festival. The program on the Nuremberg stage of the nationwide event dealt with innovative teaching-learning approaches and current research findings. It was aimed at anyone with an interest in higher education. The lectures, workshops and presentations, organized by the Nuremberg Institute of Technology Georg Simon Ohm (Ohm) and the University of Technology Nuremberg (UTN), showed that Nuremberg and its universities are playing a decisive role in shaping the future of the higher education landscape.
The morning was also characterized by several presentations dealing with gamification, i.e. the transfer of principles from games to teaching. Prof. Dr. Thomas Voit from the Faculty of Computer Science at Nuremberg Institute of Technology Georg Simon Ohm (Ohm) is convinced that this is a promising way to further develop academic education. His research team in the EMPAMOS project has investigated which elements in games ensure that they have a motivating effect on participants. These principles can also be transferred to other contexts. Voit describes teaching as a “broken parlor game”. The gamification perspective helps to find out why, for example, group work is perceived as less motivating. Specific elements can then be incorporated to promote cooperation between students. “Game designers are masters at making processes motivating – we can learn a lot from this craft.”
The morning was also characterized by several presentations dealing with gamification, i.e. the transfer of principles from games to teaching. Prof. Dr. Thomas Voit from the Faculty of Computer Science at Nuremberg Institute of Technology Georg Simon Ohm (Ohm) is convinced that this is a promising way to further develop academic education. His research team in the EMPAMOS project has investigated which elements in games ensure that they have a motivating effect on participants. These principles can also be transferred to other contexts. Voit describes teaching as a “broken parlor game”. The gamification perspective helps to find out why, for example, group work is perceived as less motivating. Specific elements can then be incorporated to promote cooperation between students. “Game designers are masters at making processes motivating – we can learn a lot from this craft.”
In addition to the presentations on stage, LEONARDO also offered a supporting program with workshops and demonstrations that provided inspiration on teaching, artificial intelligence and digitalization. For example, participants were able to pin their opinions on the obstacles to good teaching to a symbolic gate in the “Walk of Steep Theses”, the Lego Serious Play workshop made it possible to experience further possible applications of gamification, Prof. Toni Hinterholzinger from the Nuremberg University of Music demonstrated the possible uses of musical instruments recreated in digital space and the “Prompting Station” of the eTeach Network Thuringia taught practical skills in using AI tools.
Virtual labs, gamification in university teaching and the role of ChatGPT in studies – these and other topics were discussed this week at the University:Future Festival. The program on the Nuremberg stage of the nationwide event dealt with innovative teaching-learning approaches and current research findings. It was aimed at anyone with an interest in higher education. The lectures, workshops and presentations, organized by the Nuremberg Institute of Technology Georg Simon Ohm (Ohm) and the University of Technology Nuremberg (UTN), showed that Nuremberg and its universities are playing a decisive role in shaping the future of the higher education landscape.
The morning was also characterized by several presentations dealing with gamification, i.e. the transfer of principles from games to teaching. Prof. Dr. Thomas Voit from the Faculty of Computer Science at Nuremberg Institute of Technology Georg Simon Ohm (Ohm) is convinced that this is a promising way to further develop academic education. His research team in the EMPAMOS project has investigated which elements in games ensure that they have a motivating effect on participants. These principles can also be transferred to other contexts. Voit describes teaching as a “broken parlor game”. The gamification perspective helps to find out why, for example, group work is perceived as less motivating. Specific elements can then be incorporated to promote cooperation between students. “Game designers are masters at making processes motivating – we can learn a lot from this craft.”
The morning was also characterized by several presentations dealing with gamification, i.e. the transfer of principles from games to teaching. Prof. Dr. Thomas Voit from the Faculty of Computer Science at Nuremberg Institute of Technology Georg Simon Ohm (Ohm) is convinced that this is a promising way to further develop academic education. His research team in the EMPAMOS project has investigated which elements in games ensure that they have a motivating effect on participants. These principles can also be transferred to other contexts. Voit describes teaching as a “broken parlor game”. The gamification perspective helps to find out why, for example, group work is perceived as less motivating. Specific elements can then be incorporated to promote cooperation between students. “Game designers are masters at making processes motivating – we can learn a lot from this craft.”
In addition to the presentations on stage, LEONARDO also offered a supporting program with workshops and demonstrations that provided inspiration on teaching, artificial intelligence and digitalization. For example, participants were able to pin their opinions on the obstacles to good teaching to a symbolic gate in the “Walk of Steep Theses”, the Lego Serious Play workshop made it possible to experience further possible applications of gamification, Prof. Toni Hinterholzinger from the Nuremberg University of Music demonstrated the possible uses of musical instruments recreated in digital space and the “Prompting Station” of the eTeach Network Thuringia taught practical skills in using AI tools.