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Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings

Research Article

Increasing Reading Engagement for Danish Gymnasium Students:The Hosier and His Daughteras a Serious Game

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  • @INPROCEEDINGS{10.1007/978-3-030-78448-5_13,
        author={Mads Str\`{u}mberg Petersen and Niklas Lee Skjold Hansen and Gustav Jakobsen and Thomas Bj\`{u}rner},
        title={Increasing Reading Engagement for Danish Gymnasium Students:The Hosier and His Daughteras a Serious Game},
        proceedings={Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings},
        proceedings_a={DLI},
        year={2021},
        month={6},
        keywords={Reading engagement Serious game Transmedia storytelling Co-designers},
        doi={10.1007/978-3-030-78448-5_13}
    }
    
  • Mads Strømberg Petersen
    Niklas Lee Skjold Hansen
    Gustav Jakobsen
    Thomas Bjørner
    Year: 2021
    Increasing Reading Engagement for Danish Gymnasium Students:The Hosier and His Daughteras a Serious Game
    DLI
    Springer
    DOI: 10.1007/978-3-030-78448-5_13
Mads Strømberg Petersen1, Niklas Lee Skjold Hansen1, Gustav Jakobsen1, Thomas Bjørner1,*
  • 1: Department of Architecture, Design and Media Technology, Aalborg University, A.C. Meyers Vænge 15
*Contact email: tbj@create.aau.dk

Abstract

This study outlines how a serious game was implemented using transmedia storytelling to engage students in a Danish gymnasium when reading the mandatory novellaThe Hosier and His Daughter, written by the Danish author St. St. Blicher in 1829. The study is based on 52 students from two gymnasium Danish classes. The study’s novelty and importance lie in its focus on using a participatory design approach to involve the teachers as co-designers at a very early stage. The transmedia setup was based on the following procedure: read seven pages of the story in the textbook, play seven pages as a game that includes reading and voice-overs and then read the rest of the story in the textbook. A formative evaluation was administered using a questionnaire after the first reading and after the gameplay. Furthermore, there were in-depth interviews with both teachers and students. The findings indicate that the serious game improved reading engagement, leading to much higher immersion levels, ease of reading and enjoyment of reading the story. The story in the game was well told, and the learning outcome was achieved through increased engagement.

Keywords
Reading engagement Serious game Transmedia storytelling Co-designers
Published
2021-06-28
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-78448-5_13
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