2020
DOI: 10.1111/bjet.13004
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Narrative categorization in digital game‐based learning: Engagement, motivation & learning

Abstract: Previous research shows that digital game‐based learning (DGBL) can have positive effects on engagement, motivation and learning, and that using narratives may reinforce these effects. A systematic review identified 15 DGBL systems that report effects from their use of narratives. A gap in the field, however, is the lack of a common model to categorize and isolate narratives in DGBL to enable an analysis and comparison of how, and under what conditions, narratives have effects on learning in DGBL systems. The … Show more

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Cited by 58 publications
(43 citation statements)
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References 39 publications
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“…In current research, Digital Game-Based Learning (DGBL) (Prensky, 2001) is regarded to constitute three major variations: 1) Serious Games, full featured video games created with the purpose to teach someone something, 2) Gamification, using a subsets of video game features, and integrating them in non-game learning systems to in some way or another enhance the learning situation, effect, or outcome, and, 3) Commercial off the Shelf (COTS) games used as an integrated part of any form of non-game-based learning and training process (Breien and Wasson, 2021). The Logo educational video game, designed by Feurzeig, Papert, and Solomon in 1967 1 , and described 7 years later by Abelson, Goodman, and Rudolph (1974) can, according to Jeremy Chen of Immersed Games, be considered the first educational video game, as it "blended mathematics and programming by allowing teaching players the basics of coding by directing a turtle-shaped cursor to draw lines" 2 .…”
Section: Narrative Digital Game-based Learningmentioning
confidence: 99%
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“…In current research, Digital Game-Based Learning (DGBL) (Prensky, 2001) is regarded to constitute three major variations: 1) Serious Games, full featured video games created with the purpose to teach someone something, 2) Gamification, using a subsets of video game features, and integrating them in non-game learning systems to in some way or another enhance the learning situation, effect, or outcome, and, 3) Commercial off the Shelf (COTS) games used as an integrated part of any form of non-game-based learning and training process (Breien and Wasson, 2021). The Logo educational video game, designed by Feurzeig, Papert, and Solomon in 1967 1 , and described 7 years later by Abelson, Goodman, and Rudolph (1974) can, according to Jeremy Chen of Immersed Games, be considered the first educational video game, as it "blended mathematics and programming by allowing teaching players the basics of coding by directing a turtle-shaped cursor to draw lines" 2 .…”
Section: Narrative Digital Game-based Learningmentioning
confidence: 99%
“…The eLuna framework targets narrative DGBL categories identified in the extended Ludo Narrative Variable Model (the Variable Model) that have been shown to incur positive effects on engagement, motivation, and learning, termed fully positive effects (Breien and Wasson, 2021). The Variable Model categories, see Table 1, are sorted by ontologies World, Objects, Agents, and Events and the highlighted categories are those that are associated with fully positive effects.…”
Section: The Eluna Frameworkmentioning
confidence: 99%
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“…We used the guidelines provided by Kitchenham and Charters (2007) to conduct our systematic review. These guidelines have been widely used in various disciplines, including in the educational technology literature (eg, Breien & Wasson, 2021). They are consistent with similar guidelines such as Standard Preferred Reporting Items for Systematic Reviews and Meta‐Analyses (PRISMA) (Moher et al., 2009), as both of them recommend search strategy, identifying inclusion and exclusion criteria, data collection, quality assessment, data extraction and analysis and reporting the findings as the key steps for undertaking the review.…”
Section: Methodsmentioning
confidence: 99%
“…Therefore, they provide flow experience, which is a phenomenon where people enjoy and concentrate on activity without any disruption from outside [ 18 ]. Moreover, GBL environments increase student achievement [ 19 ] and engagement, so helps learning [ 20 ] and it becomes an effective learning environment [ 21 ].…”
Section: Introductionmentioning
confidence: 99%