From Curriculum to Gameplay: A Workshop Method for Educational Game Design

Authors

  • Wolfgang Brabänder Serious Games Research Group, Technical University of Darmstadt, Germany https://orcid.org/0000-0003-0448-5976
  • Gielisch Ruben Serious Games Research Group, Technical University of Darmstadt, Germany https://orcid.org/0009-0001-6785-6247
  • Caserman Polona Independent Researcher, affiliated with Research Group Serious Games, Technical University of Darmstadt, Germany
  • Langer Kaja Institute of Sport Science, Technical University of Darmstadt, Germany https://orcid.org/0000-0001-8464-1988
  • Scharrer Lisa Institute of Sport Science, Technical University of Darmstadt, Germany
  • Wiemeyer Josef Institute of Sport Science, Technical University of Darmstadt, Germany
  • Göbel Stefan Serious Games Research Group, Technical University of Darmstadt, Germany https://orcid.org/0000-0003-3651-8744

DOI:

https://doi.org/10.34190/ecgbl.19.1.3872

Keywords:

Educational Games, Serious Games, Game Design

Abstract

This paper presents a structured workshop methodology for designing educational games to enhance the initial conception phase in game development with educators as a target group. It uses a combination of Björk's game design patterns with Andersons’s Learning Taxonomy Action Verb Groups, creating a matrix that connects educational goals with game mechanics. This structured approach is designed to assist educators, who may lack experience in game development, in generating more effective educational game design concepts.The four-step process begins with an introduction and instruction of the method used and continues with the atomization of a learning topic into smaller, specific objectives. This step leaves educators with more manageable learning goals. The third step uses a matrix that maps gameplay patterns and elements from Björk to Bloom's Taxonomy objectives, identifying appropriate game design patterns. This helps educators see which game design elements support specific learning goals, enabling them to create more engaging educational games. A companion application was developed to simplify this process, allowing participants to browse and filter patterns efficiently, as well as generate random combinations for inspiration. Lastly participants reflect on found gameplay elements to form an educational game design.This Methodology was applied in an ongoing project and the outcomes of the workshop are currently used in the development of the educational game “The Analyst” at the Technical University of Darmstadt. In this project a serious (educational) game is developed to teach the diagnostic process in sport, psychology and pedagogy.

Author Biographies

Wolfgang Brabänder, Serious Games Research Group, Technical University of Darmstadt, Germany

Wolfgang Brabänder is a researcher at TU Darmstadt, focusing on adaptive teaching, educational games, and game-based learning design. He studied at TU Darmstadt and explores innovative strategies in learning technologies to enhance student engagement and education effectiveness.

Gielisch Ruben, Serious Games Research Group, Technical University of Darmstadt, Germany

Ruben Gielisch is a Master’s student in Computer Science at TU Darmstadt, specializing in visual computing and serious games. He previously studied medicine at Goethe University Frankfurt before switching to computer science in 2021. He currently works as a student research assistant in the Serious Games department.

Caserman Polona, Independent Researcher, affiliated with Research Group Serious Games, Technical University of Darmstadt, Germany

Dr.-Ing. Polona Caserman, an experienced scientist affiliated with the Serious Games research group at the TU Darmstadt, Germany, has expertise in virtual reality and other immersive technologies, particularly in training scenarios.

Langer Kaja, Institute of Sport Science, Technical University of Darmstadt, Germany

Kaja Langer, a postdoctoral researcher at TU Darmstadt’s Institute of Sports Science, researches strength training effects, performance diagnostics, and sex differences in climbing. Since 2021, she has contributed to the Serious Games as Learning Diagnostics project, developing serious games for human science teaching and supporting performance research in climbing.

Scharrer Lisa, Institute of Sport Science, Technical University of Darmstadt, Germany

Lisa Scharrer received her PhD in Educational Psychology from the University of Münster, Germany. She was a research employee in Psychology and Educational Sciences at the Universities of Münster, Bochum, and Frankfurt, Germany. She’s currently employed as lecturer at the Department of Humanities at Technische University Darmstadt.

Wiemeyer Josef, Institute of Sport Science, Technical University of Darmstadt, Germany

Prof. Dr. rer. medic. Josef Wiemeyer, Professor at TU Darmstadt’s Institute of Sports Science, researches exercise, training, sports medicine, and sports informatics. His current focus is on technology-based learning, including serious games, human-robot interaction, and aspects of movement learning. He joined TU Darmstadt in 1996.

Göbel Stefan, Serious Games Research Group, Technical University of Darmstadt, Germany

PD Dr.-Ing. Stefan Göbel leads the Serious Games group at TU Darmstadt, merging storytelling, technology, and quality standards for digital education. With a background in multimedia communication, interactive geodata, and personalized game design, his work advances authoring tools and evaluation methods in applied gaming research.

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Published

2025-09-26