GameZone Edu

Edutain Me 7.0 – Games as teaching material in the digital classroom

From 06.05.2021 you can watch the panel discussion Edutain Me 7.0 – Games as teaching material in the digital classroom here. Tune in on Thursday, 06.05.2021 from 2:00 p.m. and be there live!

2:00 – 2:30: EDUTAIN ME! – Game Based Learning
2:30 – 2:50: Presentation of Digital Ways into the Museum using the example of Natureworld
2:50 – 3:20: Games in the classroom – learning by playing in computer science lessons
3:20 – 3:50: Learning by playing – Games and Gamification in the classroom
3:50 – 4:20: Presentation by Prof. Dr. Julia Knopf
4:20 – 4:30: Break

Starting at 4:30 p.m., experts will discuss how games can be used effectively in the classroom, what criteria should be taken into account, and how the introduction of digital media can be useful in shaping lessons.


  • Martin Zimmermann (imsimity GmbH, St. Georgen in the Black Forest)
  • Fabian Karg (Head of Department Media Development Plan LMZ, Stuttgart)
  • Dr. Lisa König (PH Freiburg, Freiburg)
  • Dr. Simon Hassemer (Oberstudienrat, Josef-Durler-Schule Rastatt / Projektleitung „3D erleben“, Zentrum für Schulqualität und Lehrerbildung Baden-Württemberg)

Moderation: Nadia S. Zaboura (Zaboura Consulting, Cologne)

EDUTAIN ME! – Game Based Learning

Prof. Dr. Sabiha Ghellal

Introduces the three pillars of game-based learning, among others:

Games & Discourse
Inactive Learning
Game Design / Development as a subject

She then presents various results based on her previous games developed in or for the classroom.


A gaming app for the smartphone at the Stuttgart Museum of Natural History.

Embedded in a story about the two curious children Max and Ronya, the explorer and tinkerer Mina, Rudy, the explorer rat, and last but not least the lord of the castle King Willy, the players go on exciting journeys of discovery in the museum and in Rosenstein Park with a smartphone. The enchanted Rosenstein Castle is the gateway to an unknown world, the mysterious island of “Nature World”.

The new game app “NatureWorld” of the Natural History Museum Stuttgart was developed by biologists and communication experts of the museum and game designers of the Stuttgart Media University. With “NatureWorld”, the Natural History Museum creates new, digital access points for children to its exhibitions and to the animals of Rosenstein Park. The game app was funded by the “Digitale Wege II” program of the Baden-Württemberg Ministry of Science, Research and the Arts and is available for download free of charge.

The Games in Classroom Toolkit – Learning Computer Science by Playing

The Games in the Classroom Toolkit is designed for all teachers in the computer science department who are looking for a hands-on, project-based way to challenge their students through play while teaching them computer science fundamentals such as coding, algorithms, and programming.

Learning by playing – Games and gamification in class

Founded in 2011 in the beautiful Swabian region, the Kastanie Eins agency is primarily concerned with the development of informative and interactive products such as serious games, in addition to classic communication design.

The focus here is always on the target groups: By using important methods such as participatory design, in which target groups with their needs and ideas are already included during the conception and design process, products are created that are suitable for daily use in classrooms and training facilities and convey learning material in a playful and adequate way.

In his presentation, Timo Strohmaier, co-founder and managing director of Kastanie Eins, will use projects such as the SWR Fakefinder, StandUp! and Libromeo to explain how the use of innovative methods enables the balancing act between technically correct teaching and fun learning, and how successful products for the school context are created.


scoyo Online-Lernspiel und NEU: scoyo kostenfrei für Lehrkräfte

We have packed the school material grade 1-7 into an online learning game. Practicing feels like playing, which children do extensively and with great pleasure.

In interactive, animated sequences, the players become heroes – because with their knowledge and eagerness to practice, they go on exciting adventures. To top it off, they receive points, motivational sayings and cool equipment for their own avatar, as well as other gadgets that can even be redeemed for real products: Gamification meets storytelling – for extra learning motivation and independent learning.



Psst… And the extra tip for teachers: Since this year, scoyo can be used free of charge for you and your students. This turns lessons into a highlight and you can create differentiated lessons thanks to individually set goals and keep the complete overview in the learning status analysis!

Presentation from Prof. Dr. Julia Knopf

Corona made people aware of the potential of digital media for education. But now, at the latest, it has also become clear that digitization is leading to a fundamental change in the education system. Cosmetic changes such as the occasional use of learning platforms are not enough. The future of learning lies in innovative digital offerings that also make didactic sense – from intelligent learning environments to the use of individual learning histories. In the form of five theses, the presentation clarifies which measures are now necessary to ensure that digitization in education succeeds.

Games in the Classroom

Digital games have great potential for use in the classroom – if they are used properly. On the website Games im Unterricht (Games in the Classroom), an offer of the Landesanstalt für Kommunikation (LFK) in cooperation with the ComputerSpielSchule Stuttgart, MFG Baden-Württemberg and the agency Kastanie Eins, teachers can find a lot of information and practical materials. The offer ranges from suggestions for games and teaching concepts to scientific backgrounds on the topic. Game developers* have the opportunity to present their games for use in class on the platform and also make them available.
For a diversified teaching. For a diverse game culture.
Visit us at

Institute for Cyber Security

The Institute combines knowledge from the fields of communications, law, and technology to inform the latest topics in IT security.

The institute has experts from various fields, both academia and industry, who collaborate on interdisciplinary projects to promote security awareness and help our students build their careers in cyber security. Among other things, you are engaged in the development of serious games for cyber security awareness and education.

didacta – the education fair

From May 10 to 12, 2021 didacta – the education fair will take place as an online event. Participation in didacta – the education fair DIGITAL is free of charge for visitors. Over the course of three days, teachers, educators, trainers, representatives from politics, business and science, industry experts and numerous exhibitors will come together in virtual space.

Exchange and knowledge transfer are the top priorities: live lectures, discussion panels, expert rounds and workshops offer participants exciting impulses on all areas of education and for the use of digital media.


The main topics:

  • Early education
  • School / university
  • Vocational education / qualification
  • didacta DIGITAL


Online training in the field of Minetest, Game-based Learning and Coding/Robotics

The virtual event exploreandlearn@LMZ awaits those interested in the topics of Minetest, Game-based Learning and Coding/Robotics with more than 60 workshops and lectures. The highlight of exploreandlearn@LMZ is the keynote speech by Jane McGonigal from the USA, the reference in the field of game-based learning for more than ten years. The event will take place on May 15, 2021 from 11:00 a.m. to 7:00 p.m.

On the evening of May 14, 2021, a pre-event program (in German) also awaits all participants*:

6:30 – 7:00 p.m. Welcome
7:00 – 9:00 p.m  Game-based Learning in the Classroom – Build the Future with Minetest

In different workshops our speakers will show how to use Minetest in the classroom. It pays to be quick, because places are limited.