TY - GEN
T1 - Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums?
AU - Petersen, Mads Strømberg
AU - Jakobsen, Gustav Søgaard
AU - Hendriksen, Daniel Bredgaard
AU - Hansen, Niklas Lee Skjold
AU - Bjørner, Thomas
PY - 2021
Y1 - 2021
N2 - 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 reading of the novella. The evaluation criteria, which were assessed through a questionnaire, were based on items from the reading engagement index, the user engagement scale, and the narrative engagement scale. Furthermore, the evaluation consisted of in-depth interviews with teachers and students. The findings revealed a positive effect on students’ engagement in the experimental group and the possibility for future work in the field of serious games implemented in high school curricula. The serious game developed for this study balanced challenge and skills appropriately, but it could be improved in terms of the story world and controls.
AB - 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 reading of the novella. The evaluation criteria, which were assessed through a questionnaire, were based on items from the reading engagement index, the user engagement scale, and the narrative engagement scale. Furthermore, the evaluation consisted of in-depth interviews with teachers and students. The findings revealed a positive effect on students’ engagement in the experimental group and the possibility for future work in the field of serious games implemented in high school curricula. The serious game developed for this study balanced challenge and skills appropriately, but it could be improved in terms of the story world and controls.
KW - Reading engagement
KW - Serious Games
KW - Storytelling
KW - Game design
UR - http://www.scopus.com/inward/record.url?scp=85121904835&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-92182-8_6
DO - 10.1007/978-3-030-92182-8_6
M3 - Article in proceeding
SN - 978-3-030-92181-1
T3 - Lecture Notes in Computer Science
SP - 57
EP - 67
BT - Games and Learning Alliance. GALA 2021
A2 - Francesca , de Rosa
A2 - Schottman, Iza Marfisi
A2 - Hauge, Jannicke Baalsrud
A2 - Bellotti, Francesco
A2 - Dondio, Pierpaolo
A2 - Romero, Margarida
PB - Springer
T2 - 10th International Conference, GALA 2021
Y2 - 1 December 2021 through 2 December 2021
ER -