Abstract
This paper presents a novel educational approach that combines quest-based learning gamification with an agile project management practice (Scrum) for teaching higher education courses in diverse disciplines. Integrating game elements into non-gaming contexts through gamification is known to enhance user engagement and learning outcomes, while agile project management, which focuses on iterative development and adaptive planning, improves collaboration and responsiveness. We present two case studies that were conducted at two German universities. In the first study, the methodology was developed to train media science students in computer programming. In the second study, the approach was adapted to business administration students. Both courses resulted in substantial student engagement, knowledge acquisition, and student satisfaction. High course completion rates and bonus quest participation underscored the approach's success. Challenges like time-consuming individualized feedback provision and exam congruence were identified. The adaptability of this approach across disciplines was evident, suggesting its potential for fostering teamwork. Further refinement, guided by best practices, holds promise for scalable implementation and inclusive education in the digital era. This approach bridges the gap between theoretical knowledge and practical application, optimizing learning outcomes for students across diverse backgrounds.

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