Description

KEYNOTE: There is an international concern about reading engagement among young adults. On average, across OECD countries, 37% of young adults report that they do not read for enjoyment at all. Reading has always been encouraged through complex and diverse practices. However, there is a huge concern that young adults do not read well enough to cope with the increasing literacy demands of an information society. Further, there is a huge worrisome that the educational gap between males and females only increases in European countries. I will provide both a theoretical framework and applied cases for how Game-Based Learning can be designed and evaluated to improve students’ reading engagement. The cases will take departure in the subjects’ classical civilization, social science, and Danish literacy in Danish high schools. Further, there will be few examples from Game-Based Learning as applied in the primary school. The lecture will provide an overview of how to design successful Game-Based Learning, as well as how these can be evaluated.
Period26 Jan 2023
Held atDepartment of Architecture, Design and Media Technology
Degree of RecognitionInternational

Keywords

  • Serious Games
  • Game-based learning
  • Engagement