How can a foundation be outlined for a successful serious game to increase reading engagement

Thomas Bjørner, Mads Strømberg Petersen, N. Hansen, G. Jakobsen, D. Hendriksen
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引用次数: 1

Abstract

This study aims to support a mandatory reading of a novella for high school students by a serious game. The study includes 41 students. The first class is included in the experimental study, which uses a serious game to read the novella. The second class served as the control group and engaged only in analog reading. The evaluation is based on a questionnaire with reading, user, and narrative engagement items. Furthermore, the assessment consists of in-depth interviews with teachers and students. The findings positively affected students’ engagement in the experimental group. Primarily focused attention and reward are higher in the experimental group. However, there was no difference in the narrative engagement between the two groups, indicating that the story (digital or not) is well explained. The qualitative findings revealed positive comments, especially for the reading engagement and the story world. The novelty in this study is the outlined game design process, guided by elements in the foundation, game design, prototyping, and implementation. For the game design, we outlined how to transform the principles from Sweetser and Wyeth to applied design implementations. An important aspect was to illustrate the protagonist with schizophrenia.
如何为一款成功的严肃游戏奠定基础,以提高阅读参与度
本研究旨在借由一个严肃的游戏来支持中学生必读一部中篇小说。这项研究包括41名学生。第一节课包含在实验学习中,用一个严肃的游戏来阅读中篇小说。第二组作为对照组,只进行模拟阅读。评估基于阅读、用户和叙述参与项目的问卷调查。此外,评估包括对教师和学生的深入访谈。这一发现对实验组学生的参与产生了积极影响。主要集中注意力和奖励在实验组更高。然而,两组人在叙述参与度上没有差异,这表明故事(数字或非数字)得到了很好的解释。定性调查结果显示了积极的评价,特别是在阅读参与度和故事世界方面。这项研究的新颖之处在于概述了游戏设计过程,并以基础、游戏设计、原型和执行等元素为指导。对于游戏设计,我们概述了如何将Sweetser和Wyeth的原则转化为应用设计执行。一个重要的方面是描绘了精神分裂症的主人公。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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