A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels

Janelynn Camingue, Edward F. Melcer, Elín Carstensdóttir
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引用次数: 19

Abstract

Interactive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains relatively unexplored. To better understand this space, a study was conducted that focused on one sub-genre of interactive narrative, Visual Novels. Specifically, in this paper we conducted a survey of thirty-one existing educational Visual Novels, analyzing design elements that fostered learning and delivered educational content. The resulting taxonomy consists of five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3) Teaching Through Mini-games, 4) Teaching Through Exploration and 5) Non-interactive Teaching. These dimensions demonstrate that there are a number of design considerations for supporting learning through Visual Novels. This work has implications for designers of educational games by classifying the different designs a Visual Novel can employ to teach—ultimately informing how to better present educational subject matter in interactive narrative games.
视觉小说学习之路:视觉小说教学策略分类
互动叙事被广泛用于构建和情境化游戏中的教育。然而,他们的设计如何帮助学习过程和结果的细节仍然相对未被探索。为了更好地理解这一领域,我们进行了一项研究,专注于互动叙事的一个子类型,即视觉小说。在本文中,我们对31本现有的教育视觉小说进行了调查,分析了促进学习和传递教育内容的设计元素。由此产生的分类包括视觉小说教育设计和教学策略的5个关键维度:1)通过选择进行教学,2)通过脚本序列进行教学,3)通过迷你游戏进行教学,4)通过探索进行教学,5)非互动教学。这些维度表明,通过视觉小说支持学习需要考虑许多设计因素。这项研究对教育类游戏的设计师有启发意义,因为它将视觉小说可以用于教学的不同设计进行了分类——最终告诉我们如何在互动叙事游戏中更好地呈现教育主题。
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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