How can a foundation be outlined for a successful serious game to increase reading engagement

Author:

Bjørner ThomasORCID,Petersen Mads Strømberg,Hansen Niklas Lee Skjold,Jakobsen Gustav,Hendriksen Daniel

Abstract

This study aims to support a mandatory reading of a novella for high school students by a serious game. The study includes 41 students. The first class is included in the experimental study, which uses a serious game to read the novella. The second class served as the control group and engaged only in analog reading. The evaluation is based on a questionnaire with reading, user, and narrative engagement items. Furthermore, the assessment consists of in-depth interviews with teachers and students. The findings positively affected students’ engagement in the experimental group. Primarily focused attention and reward are higher in the experimental group. However, there was no difference in the narrative engagement between the two groups, indicating that the story (digital or not) is well explained. The qualitative findings revealed positive comments, especially for the reading engagement and the story world. The novelty in this study is the outlined game design process, guided by elements in the foundation, game design, prototyping, and implementation. For the game design, we outlined how to transform the principles from Sweetser and Wyeth to applied design implementations. An important aspect was to illustrate the protagonist with schizophrenia.

Publisher

Serious Games Society

Subject

Applied Mathematics,Artificial Intelligence,Computer Graphics and Computer-Aided Design,Human-Computer Interaction,Education,Software

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education;Proceedings of the 2024 International Conference on Information Technology for Social Good;2024-09-04

2. An Engaging Serious Game that Strengthens High School Students’ Understanding of the Periodic Table;Lecture Notes in Computer Science;2023-11-29

3. Using EEG data as Dynamic Difficulty Adjustment in a serious game about the plastic pollution in the oceans;Proceedings of the 2023 ACM Conference on Information Technology for Social Good;2023-09-06

4. Editorial Vol. 10, Issue 1.;International Journal of Serious Games;2023-03-31

5. How a Serious Game Supports Elementary School History Classes in Teaching About the Bombardment of Copenhagen in 1807;Serious Games;2023

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