Children's drawings as an interpretive response to a gamified narrative with augmented reality: the case of Towards the South Pole

IF 1.2 4区 教育学 Q2 EDUCATION & EDUCATIONAL RESEARCH
Literacy Pub Date : 2024-11-14 DOI:10.1111/lit.12391
María del Rosario Neira-Piñeiro, Begoña Camblor-Pandiella, Nerea López-Bouzas, M. Esther del-Moral-Pérez, Jonathan Castañeda-Fernández
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引用次数: 0

Abstract

Drawing is an ideal technique to understand children's responses to fictional narratives, including digital ones. In this case, a gamified narrative with augmented reality (AR), based on a picturebook, was designed and used in an intervention in 8 Early Childhood Education classrooms (N = 113), aimed at enhancing their literary competence. This paper analyses the visual responses of the participating students after the intervention, reflected in their drawings and complemented with individual interviews. The methodology is mixed: (a) qualitative, analysing the content of the drawings, and taking into account the narrative-interpretive and gamification dimensions, through an instrument designed ad hoc; (b) quantitative, through the statistical treatment of the collected data. The results show the predominance of informative and emotional responses, which reveal the understanding of the narrative. Most of the children draw the characters that sparked their interest and recreate key scenes from the story. Drawings emphasise the narrative aspects, and to a lesser extent refer to the game mechanics (challenges and rewards). Finally, it is confirmed that the gamified narrative with AR has the capacity to generate emotional responses and promote the immersion of students in the story and the game.

Abstract Image

儿童绘画作为对增强现实游戏化叙事的解释性回应:以《走向南极》为例
绘画是了解儿童对虚构故事(包括数字故事)反应的理想技术。本研究以绘本为基础,设计了一种带有增强现实(AR)的游戏化叙事,并将其用于8个幼儿教育教室(N = 113)的干预中,旨在提高他们的文学能力。本文分析了干预后参与学生的视觉反应,反映在他们的图纸上,并辅以个别访谈。方法是混合的:(a)定性的,分析图纸的内容,并考虑到叙事-解释和游戏化的维度,通过一个专门设计的工具;(b)定量,通过对收集到的数据进行统计处理。结果显示,信息性和情绪性反应占主导地位,反映了对叙事的理解。大多数孩子会画出激发他们兴趣的人物,并重现故事中的关键场景。绘图强调叙述方面,较少涉及游戏机制(挑战和奖励)。最后,证实了AR游戏化叙事能够产生情感反应,促进学生对故事和游戏的沉浸感。
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来源期刊
Literacy
Literacy Multiple-
CiteScore
3.00
自引率
7.70%
发文量
46
期刊介绍: Literacy is the official journal of the United Kingdom Literacy Association (formerly the United Kingdom Reading Association), the professional association for teachers of literacy. Literacy is a refereed journal for those interested in the study and development of literacy. Its readership comprises practitioners, teacher educators, researchers and both undergraduate and graduate students. Literacy offers educators a forum for debate through scrutinising research evidence, reflecting on analysed accounts of innovative practice and examining recent policy developments.
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