ILIAS-Upgrade auf Version 8 ILIAS wird am Dienstag, den 06.08.2024, in der Zeit von ca. 9 Uhr bis voraussichtlich 16 Uhr nicht erreichbar sein. Wir werden in dieser Zeit ein geplantes, großes Update zur Verbesserung der zentralen Lernplattform durchführen. Wir bitten um Ihr Verständnis für eventuelle Unannehmlichkeiten, die durch diese Unterbrechung entstehen.

Functions

Level in Games and in Teaching

In games there are different types of levels. For example, the game itself is often structured into levels that you move through. These can be characterized by an increasing level of difficulty. In addition, there are also the levels of the person playing, which are usually linked to the increase in experience (XP=experience points).
Mission-based game levels serve several purposes. First, the game environment remains clear, which is very important for both the person playing and the development. By dividing the game into different levels, goal transparency is created and important feedback is provided. Furthermore, the skills to be acquired can be related to each other and structured in a way that is comprehensible for the person playing (e.g.: first basic control, then complex skill sets).
The difficulty level can be used to regulate the fun factor. A game that is too difficult is no fun, just as little as a game in which players do not feel challenged.
By developing player levels, an increased level of motivation can be achieved. Character development is an important feedback channel and increases the commitment with which game players dedicate their time to the game.
(freely translated and paraphrased from Karl Kapp, 38-41)
In this chapter you will be introduced to three main tools that you can use to implement the different level types in your ILIAS courses. The main tools are working with preconditions, the course view "learning objectivces driven course" and the page design with the page editor. The page editor takes on a central role because it opens up a great deal of design freedom, which can also be combined with the preconditions or the learning objectives-driven course view. Learn on the next pages how these tools can be used in the implementation of the different level types.

Chapter overview

difficulty
missions
player level
simple tasks must be solved before the difficult tasks
Simulation of general conditions
certain skills can be acquired only after other skills
learning objecitves-driven course
individual learning objectives for different
levels of difficulty
Individual learning objectives for individual missions
Use of learning goal barometers as a map of skills (competencies)
graphic course design
Visual underpainting of the difficulty levels (e.g. by a picture of a mountain or
the color highlighting of contents)
Dependency representation
Areas on maps through interactive images
Naming of folder or session structures
List of different items in inventory
Tracking success using player stats

Details on levels

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