2021
DOI: 10.1007/978-3-030-92182-8_6
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Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?

Abstract: 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 readi… Show more

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Cited by 2 publications
(3 citation statements)
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“…The increasing attention that video games have for learning has also been accompanied by academic attention to the educational value of games to promote reading engagement [23][24][25][26]. The previous examples of serious games targeting specifically the promotion of reading engagement [23][24][25][26] have all included and emphasized the importance of motivation, teacher involvement, emotional engagement, and minimizing cognitive overload. A) Motivation.…”
Section: Serious Games For the Promotion Of Reading Engagementmentioning
confidence: 99%
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“…The increasing attention that video games have for learning has also been accompanied by academic attention to the educational value of games to promote reading engagement [23][24][25][26]. The previous examples of serious games targeting specifically the promotion of reading engagement [23][24][25][26] have all included and emphasized the importance of motivation, teacher involvement, emotional engagement, and minimizing cognitive overload. A) Motivation.…”
Section: Serious Games For the Promotion Of Reading Engagementmentioning
confidence: 99%
“…This involves, for example, important elements within the text's content, comprehending the text, gaining new knowledge, and social interactions with used knowledge and/or lessons learned from the text [21,22]. Furthermore, to design a motivating reading experience in a serious game, scholars have already emphasized aspects of intrinsic motivation, such as curiosity, a desire for challenge, and involvement [26,[29][30][31][32]. However, the success of a serious game for reading purposes depends on players' motivation to start playing the game and spend their time, effort, and energy.…”
Section: Serious Games For the Promotion Of Reading Engagementmentioning
confidence: 99%
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