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

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...

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Bibliographic Details
Main Authors: Thomas Bjørner (Author), Mads Strømberg Petersen (Author), Niklas Lee Skjold Hansen (Author), Gustav Jakobsen (Author), Daniel Hendriksen (Author)
Format: Book
Published: Serious Games Society, 2023-03-01T00:00:00Z.
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LEADER 00000 am a22000003u 4500
001 doaj_0d71455c2c644f8baf54db990ff8deaf
042 |a dc 
100 1 0 |a Thomas Bjørner  |e author 
700 1 0 |a Mads Strømberg Petersen   |e author 
700 1 0 |a Niklas Lee Skjold Hansen   |e author 
700 1 0 |a Gustav Jakobsen  |e author 
700 1 0 |a Daniel Hendriksen  |e author 
245 0 0 |a How can a foundation be outlined for a successful serious game to increase reading engagement 
260 |b Serious Games Society,   |c 2023-03-01T00:00:00Z. 
500 |a 2384-8766 
520 |a 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. 
546 |a EN 
690 |a Reading engagement 
690 |a Narrative engagement 
690 |a Evaluation 
690 |a Serious Games 
690 |a Game design 
690 |a user engagement 
690 |a Education 
690 |a L 
690 |a Electronic computers. Computer science 
690 |a QA75.5-76.95 
690 |a Computer software 
690 |a QA76.75-76.765 
655 7 |a article  |2 local 
786 0 |n International Journal of Serious Games, Vol 10, Iss 1 (2023) 
787 0 |n http://journal.seriousgamessociety.org/index.php/IJSG/article/view/578 
787 0 |n https://doaj.org/toc/2384-8766 
856 4 1 |u https://doaj.org/article/0d71455c2c644f8baf54db990ff8deaf  |z Connect to this object online.