Fun and learning: The power of narrative
Author(s)
Marsh, T
Nickole, LZ
Klopfer, E
Xuejin, C
Osterweil, S
Haas, J
Griffith University Author(s)
Year published
2011
Metadata
Show full item recordAbstract
This paper describes the results of a comparative study carried out in a Singapore High School to test four versions of our game for learning, to investigate the effectiveness of puzzle and narrative-based games in engaging students, how the games affect their learning experience and their understanding of the physics concepts of displacement and velocity.
It outlines the development of four game versions and in particular, describes the introduction of an off-screen character to help reach a synergy of fun and learning through an optimal blend of design and development dimensions (e.g. constructionist and instructionist ...
View more >This paper describes the results of a comparative study carried out in a Singapore High School to test four versions of our game for learning, to investigate the effectiveness of puzzle and narrative-based games in engaging students, how the games affect their learning experience and their understanding of the physics concepts of displacement and velocity. It outlines the development of four game versions and in particular, describes the introduction of an off-screen character to help reach a synergy of fun and learning through an optimal blend of design and development dimensions (e.g. constructionist and instructionist learning, hidden/incidental and direct/explicit learning). The off-screen character achieves this through narration of an extended narrative/story intertwoven with aspects of the learning topics -- displacement and velocity. In this way the character's purpose is twofold; firstly, as part of the storyline and secondly, as learning partner or assistant.
View less >
View more >This paper describes the results of a comparative study carried out in a Singapore High School to test four versions of our game for learning, to investigate the effectiveness of puzzle and narrative-based games in engaging students, how the games affect their learning experience and their understanding of the physics concepts of displacement and velocity. It outlines the development of four game versions and in particular, describes the introduction of an off-screen character to help reach a synergy of fun and learning through an optimal blend of design and development dimensions (e.g. constructionist and instructionist learning, hidden/incidental and direct/explicit learning). The off-screen character achieves this through narration of an extended narrative/story intertwoven with aspects of the learning topics -- displacement and velocity. In this way the character's purpose is twofold; firstly, as part of the storyline and secondly, as learning partner or assistant.
View less >
Conference Title
Proceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011
Subject
Interactive media