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Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
- Source :
- Petersen, M S, Jakobsen, G S, Hendriksen, D B, Hansen, N L S & Bjørner, T 2021, Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums? in D R Francesca, I M Schottman, J B Hauge, F Bellotti, P Dondio & M Romero (eds), Games and Learning Alliance. GALA 2021 . Springer, Lecture Notes in Computer Science, vol. 13134, pp. 57-67, 10th International Conference, GALA 2021, La Spezia, Italy, 01/12/2021 . https://doi.org/10.1007/978-3-030-92182-8_6
- Publication Year :
- 2021
- Publisher :
- Springer, 2021.
-
Abstract
- For this study, we designed a serious game to engage Danish gymnasiumstudents when reading the novellaALove Story, written by the prize-winningDanish author Naja Marie Aidt. The novella is mandatory reading in postmodernism.The study included 41 students from two Danish gymnasiums, who weredivided into three classes. Two classes were included in the experimental study,which employed the serious game as part of reading the novella. One class servedas the control group and engaged only in an analog reading of the novella. The evaluation criteria, which were assessed through a questionnaire, were based on items from the reading engagement index, the user engagement scale, and the narrative engagement scale. Furthermore, the evaluation consisted of in-depth interviews with teachers and students. The findings revealed a positive effect on students’ engagement in the experimental group and the possibility for future work in the field of serious games implemented in high school curricula. The serious game developed for this study balanced challenge and skills appropriately, but it could be improved in terms of the story world and controls. For this study, we designed a serious game to engage Danish gymnasium students when reading the novella A Love Story, written by the prize-winning Danish author Naja Marie Aidt. The novella is mandatory reading in postmodernism. The study included 41 students from two Danish gymnasiums, who were divided into three classes. Two classes were included in the experimental study, which employed the serious game as part of reading the novella. One class served as the control group and engaged only in an analog reading of the novella. The evaluation criteria, which were assessed through a questionnaire, were based on items from the reading engagement index, the user engagement scale, and the narrative engagement scale. Furthermore, the evaluation consisted of in-depth interviews with teachers and students. The findings revealed a positive effect on students’ engagement in the experimental group and the possibility for future work in the field of serious games implemented in high school curricula. The serious game developed for this study balanced challenge and skills appropriately, but it could be improved in terms of the story world and controls.
- Subjects :
- Game design
Serious Games
Reading engagement
Storytelling
SDG 4 - Quality Education
Subjects
Details
- Language :
- English
- Database :
- OpenAIRE
- Journal :
- Petersen, M S, Jakobsen, G S, Hendriksen, D B, Hansen, N L S & Bjørner, T 2021, Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums? in D R Francesca, I M Schottman, J B Hauge, F Bellotti, P Dondio & M Romero (eds), Games and Learning Alliance. GALA 2021 . Springer, Lecture Notes in Computer Science, vol. 13134, pp. 57-67, 10th International Conference, GALA 2021, La Spezia, Italy, 01/12/2021 . https://doi.org/10.1007/978-3-030-92182-8_6
- Accession number :
- edsair.dedup.wf.001..20105532ecfd55b0d1995428420ca48f