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Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?

Authors :
Petersen, Mads Strømberg
Jakobsen, Gustav Søgaard
Hendriksen, Daniel Bredgaard
Hansen, Niklas Lee Skjold
Bjørner, Thomas
Francesca , de Rosa
Schottman, Iza Marfisi
Hauge, Jannicke Baalsrud
Bellotti, Francesco
Dondio, Pierpaolo
Romero, Margarida
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.

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