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Ludic Scholarship
Games, Learning, and Innovative PedagogyThis series focuses on the intersection of gamification, ludology, pedagogy, and innovative methodological thinking, offering a space for cutting-edge scholarship that bridges game-based approaches with educational theory and practice. Ludic Scholarship highlights gamified learning and emergent methodologies that challenge traditional research frameworks, encouraging transformative approaches to teaching, learning, meaning-making, and the construction of knowledge. The series invites contributions that explore how game mechanics, narrative structures, and immersive environments are reshaping learning practices across disciplines. From theoretical explorations of ludic strategies to applied case studies of gamified pedagogy, Ludic Scholarship emphasizes creativity and academic rigor, inviting works that challenge established conventions. Targeting educators, researchers, and curriculum scholars, this series supports interdisciplinary collaborations and post-qualitative approaches that investigate the dynamic role of games and play in 21st-century education.
2 publications
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Research on Korea
ISSN: 2196-0895
The series Research on Korea responds to the fact that interest in Korea and the need for reliable information on the country's history and present have risen considerably during the last decades, both in- and outside of academia. The series offers an interdisciplinary platform for academic works engaging with Korea. Not being restricted to specific methodological or historiographical approaches, the series is open for studies of Korea in any field as long as they make use of Korean primary sources and systematically engage with Korean language secondary literature. Based on solid methodology, the studies assembled in this series aim to open up paths for new insights and new research questions on Korea and Korea's role in the regional and international context. In der Schriftenreihe Research on Korea werden neuere Ergebnisse der Koreaforschung veröffentlicht, um dem in den letzten Jahrzehnten stark gesteigerten Interesse der akademischen und allgemeinen Öffentlichkeit an verlässlichen Informationen zu Korea nachzukommen. Sie bietet ihr eine interdisziplinäre Plattform, ohne sich dabei methodisch oder historiographisch bestimmten Richtungen verpflichtet zu fühlen. Allerdings legen die Herausgeber großen Wert darauf, dass koreanische Primärquellen ebenso wie in koreanischer Sprache verfasste Sekundärliteratur umfassend und systematisch verwendet werden. Die Reihe ist offen für Korea-Studien jeder Art, die auf der Grundlage von Quellenarbeit und solider Methodologie den Weg zu neuen Erkenntnissen und Fragestellungen in der historischen, sozial- und kulturwissenschaftlichen Forschung zu Korea und zu Koreas Rolle im regionalen wie internationalen Kontext ebnen.
12 publications
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Intercultural Research
2 publications
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Serious Games for Global Education
Digital Game-Based Learning in the English as a Foreign Language (EFL) Classroom©2017 Thesis -
Games, Greek and Pluck
Classicism, Masculinity, Elite Education and British Sport, 1850–1914©2025 Monographs -
Video Game Translation and Cognitive Semantics
©2016 Monographs -
The Concept of the Game in American Literature
True Freedom and a Mistaken Idea of Freedom©2022 Thesis -
Learning in Video Game Affinity Spaces
©2012 Textbook -
‘Killer Games’ Versus ‘We Will Fund Violence’
The Perception of Digital Games and Mass Media in Germany and Australia©2011 Thesis -
Kompetitive Multiplayer Games in der Schule
Der Einsatz einer Lernspielplattform im Fremdsprachenunterricht©2011 Thesis