How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game

Ademir Pasalic, Nikolaj Hollænder Andersen, Christopher Schinkel Carlsen, Nils Emil Åberg Karlsson, Markus Berthold, Thomas Bjørner

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

Resumé

This paper outlines how a computer game can be used within transmedia storytelling to engage boys in the Danish gymnasium to read the epic poem “The Odyssey” by Homer. The study is based on a formative evaluation with questionnaires, observations, data logging, and interviews. Interviews with classical civilization teachers were further conducted, both in the initial design stage and after participant tests. Through all stages of the transmedia storytelling, it was revealed that curiosity was the main reason behind the engagement. The aesthetics worked out well in the game, and the story was presented in a format that the boys could comprehend and had the potential to increase their engagement in reading the poem. Different elements were implemented in the program code to maintain match in game flow for the individual player. However, this study can also emphasize how well-designed game mechanics are of ultimate importance, as well as involving teachers throughout all stages in the iterative process, as they are key figures for real implementation and acceptance.
OriginalsprogEngelsk
TitelSmart Objects and Technologies for Social Good : Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings
RedaktørerCarlos Calafate, Johann Marquez-Barja, Barbara Guidi, Laura Ricci, Ombretta Gaggi
Antal sider10
Udgivelses stedSpringer
ForlagSpringer
Publikationsdato2018
Sider216-225
ISBN (Trykt)978-3-319-76110-7
ISBN (Elektronisk)978-3-319-76111-4
DOI
StatusUdgivet - 2018
Begivenhed3rd EAI International Conference on Smart Objects and Technologies for Social Good - Pisa, Italien
Varighed: 29 nov. 201730 nov. 2017
Konferencens nummer: 3
http://goodtechs.eu/2017/show/home

Konference

Konference3rd EAI International Conference on Smart Objects and Technologies for Social Good
Nummer3
LandItalien
ByPisa
Periode29/11/201730/11/2017
Internetadresse
NavnLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Vol/bind233
ISSN1867-8211

Fingerprint

Computer games
Mechanics

Citer dette

Pasalic, A., Andersen, N. H., Carlsen, C. S., Karlsson, N. E. Å., Berthold, M., & Bjørner, T. (2018). How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. I C. Calafate, J. Marquez-Barja, B. Guidi, L. Ricci, & O. Gaggi (red.), Smart Objects and Technologies for Social Good: Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings (s. 216-225). Springer: Springer. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind. 233 https://doi.org/10.1007/978-3-319-76111-4_22
Pasalic, Ademir ; Andersen, Nikolaj Hollænder ; Carlsen, Christopher Schinkel ; Karlsson, Nils Emil Åberg ; Berthold, Markus ; Bjørner, Thomas. / How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium : Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. Smart Objects and Technologies for Social Good: Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings. red. / Carlos Calafate ; Johann Marquez-Barja ; Barbara Guidi ; Laura Ricci ; Ombretta Gaggi. Springer : Springer, 2018. s. 216-225 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 233).
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abstract = "This paper outlines how a computer game can be used within transmedia storytelling to engage boys in the Danish gymnasium to read the epic poem “The Odyssey” by Homer. The study is based on a formative evaluation with questionnaires, observations, data logging, and interviews. Interviews with classical civilization teachers were further conducted, both in the initial design stage and after participant tests. Through all stages of the transmedia storytelling, it was revealed that curiosity was the main reason behind the engagement. The aesthetics worked out well in the game, and the story was presented in a format that the boys could comprehend and had the potential to increase their engagement in reading the poem. Different elements were implemented in the program code to maintain match in game flow for the individual player. However, this study can also emphasize how well-designed game mechanics are of ultimate importance, as well as involving teachers throughout all stages in the iterative process, as they are key figures for real implementation and acceptance.",
keywords = "Game-based learning, Serious games, Transmedia",
author = "Ademir Pasalic and Andersen, {Nikolaj Holl{\ae}nder} and Carlsen, {Christopher Schinkel} and Karlsson, {Nils Emil {\AA}berg} and Markus Berthold and Thomas Bj{\o}rner",
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Pasalic, A, Andersen, NH, Carlsen, CS, Karlsson, NEÅ, Berthold, M & Bjørner, T 2018, How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. i C Calafate, J Marquez-Barja, B Guidi, L Ricci & O Gaggi (red), Smart Objects and Technologies for Social Good: Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings. Springer, Springer, Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, bind 233, s. 216-225, 3rd EAI International Conference on Smart Objects and Technologies for Social Good, Pisa, Italien, 29/11/2017. https://doi.org/10.1007/978-3-319-76111-4_22

How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium : Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. / Pasalic, Ademir; Andersen, Nikolaj Hollænder; Carlsen, Christopher Schinkel; Karlsson, Nils Emil Åberg; Berthold, Markus; Bjørner, Thomas.

Smart Objects and Technologies for Social Good: Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings. red. / Carlos Calafate; Johann Marquez-Barja; Barbara Guidi; Laura Ricci; Ombretta Gaggi. Springer : Springer, 2018. s. 216-225 (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 233).

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

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Pasalic A, Andersen NH, Carlsen CS, Karlsson NEÅ, Berthold M, Bjørner T. How to Increase Boys’ Engagement in Reading Mandatory Poems in the Gymnasium: Homer’s “The Odyssey” as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. I Calafate C, Marquez-Barja J, Guidi B, Ricci L, Gaggi O, red., Smart Objects and Technologies for Social Good: Third International Conference, GOODTECHS 2017, Pisa, Italy, November 29-30, 2017, Proceedings. Springer: Springer. 2018. s. 216-225. (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Bind 233). https://doi.org/10.1007/978-3-319-76111-4_22