Master Game and Media Paedagogy

„For a long time now, I have been increasingly convinced..,
that human culture arises and develops in play – as play.“
John Huizinga (1956): Homo Ludens

  • part-time, fee-based master’s degree program
  • 2 year program
  • Enrollment: every two years during the summer semester

This innovative course of study, which builds on two essential areas of cultural education, opens up a broad field of activity for graduates in the areas of play, theatre and media paedagogy. They will be able to create innovative concepts and projects, initiate research, and take on leadership positions. The teachers in the program are nationally recognized experts.

The curriculum first teaches the basics of specific areas of knowledge and practice and then deepens these in the process. The attendance days are between 14 and 15 days per semester. Two block weeks outside the lecture period as well as two block weekends are held each semester. Self-study parts are supervised via online platforms. The course is held in Jena. All seminars are taught in German, therefore international students must possess German proficiency suited for an academic setting.


Course of Study Game and Media Paedagogy
Degree Master of Arts (M.A.)
Type of Study part-time, employment-based learning
Enrollment for the 4.term 01. April 2023
Standard period of study 4 semesters
ECTS Value 90 ECTS
Language German
Place of Study Jena
Costs approximately 8.250,-€ payed in 4 semester instalments



  • 2.601 – Cultural Education
    • The module serves to situate game and media paedagogical perspectives under the umbrella of cultural education. It builds bridges to social work through the themes of empowerment, lifeworld and resource orientation and emphasises the promotion of emotional and social skills, attitudes and key competencies. The focus is on the cultural significance of play and media.
  • 2.602 – Game Science
    • As a basis for action-oriented methods of game and media paedagogy, it is necessary to deal with game theories and game research. This includes an in-depth examination of theoretical approaches, concepts, the history and current state of knowledge of game research. Important representatives and their approaches as well as forms and characteristics of games will be introduced, discussed and analysed.
  • 2.603 – Media Studies
    • The module deals with the concept of medium/media. The focus is on the distinction between media of technical distribution, semiotic media of communication and sensual media of perception.
  • 2.604 – Media Ethics and Youth Media Protection (Medienethik und Jugendmedienschutz)
    • An introduction to the concept, the organisational structure as well as the legal regulations and criteria of youth media protection, understood as a social framework, is given. Furthermore, questions of media ethics are discussed in support of the educational and emancipatory orientation of the course.
  • 2.605 – Media Pedagogical Methods
    • Active media work as the basis of media paedagogical practice and action orientation can be carried out with a wide variety of media (radio, music, video, film, photo, art, newspaper as well as Internet and computer). In addition to learning how to use technology through best-practice projects, participants not only learn concrete project approaches, but also prepare themselves conceptually and organizationally for their own project designs.
  • 2.606 – Game Pedagogical Methods
    • Building on existing approaches to game paedagogy and philosophy, this module introduces forms, target groups, methods and concrete project outlines, as well as designing, implementing and reflecting on them yourself. In doing so, a broad concept of game paedagogy is consciously taken as a basis and the areas of theatre and (art) paedagogy are also included.
  • 2.607 – Digital Games in Educational Context – Basics
    • This module first provides a comprehensive insight into the specific basics of computer games. Historical development, economics, genres, game modes, technical platforms, transfer processes, motivation, demographics, gender and usage behaviour are presented as well as social aspects of computer games, forms of computer games in learning contexts, user-generated content and modifications.
  • 2.608 – Project-based Research and Development
    • Based on Module 2.606, in which projects were analysed and theoretically conceived, practical projects with specific target and age groups are conceived, independently implemented and evaluated in terms of game and/or media paedagogy. The projects are carried out in practice with specific partner institutions.
  • 2.609 – Empirical Research and Scientific Theories
    • This module offers a comprehensive immersion in scientific work and empirical research. The entire research process including data acquisition (standardised as well as open and flexible methods) and evaluation (statistical as well as interpretative) is taught.
  • 2.610 – Digital Games in Educational Context – further study
    • In the module, best practice examples of media paedagogical projects on digital games are presented and run through. Participants will not only gain insight into the topics of the projects and the didactics, but will also receive comprehensive information on project sponsors, funding, target groups, objectives, methods, games and technologies used.
  • 2.611 – Mentoring Master Thesis
    • The module serves as a companion to the master’s thesis and deals with advanced topics on research methodology as well as current issues in media and game research.
  • 2.612 – Master Thesis

Skip to content