You are here
School Has a Bad Storyline: Gamification in Educational Environments
- Date Issued:
- 2017
- Abstract/Description:
- School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium that pulls from narrative structures found in Choose Your Own Adventure Novels. These interactive narratives are a largely untapped resource (for educational uses) of guided critical thinking. My ongoing research explores the efficacy of implementing VNs into digital pedagogies to encourage the development of (")creatigational skills.(") This term is a response to the problematic wording already in use for skills such as creative thinking and collaborative abilities, skills encouraged by and developed through interactive activities, such as gaming and many of the arts. Current terminology labels them (")soft(") or (")non-cognitive(") skills, which are clear misnomers that passively diminish the importance of creative thought. This research explores how gaming, specifically so-called (")narrative(") gaming, of which VNs are one example, might contribute to the development of creatigational skills in students. Through the creation of VNs for this study, I examine both the ability of this genre to engage and encourage imaginative thought, as well as the practicality of designing and developing VNs for classroom use.
Title: | School Has a Bad Storyline: Gamification in Educational Environments. |
39 views
16 downloads |
---|---|---|
Name(s): |
Pynn, Irene, Author Brenckle, Martha, Committee Chair Janz, Bruce, Committee Member Underberg-Goode, Natalie, Committee Member Hopp, Carolyn, Committee Member University of Central Florida, Degree Grantor |
|
Type of Resource: | text | |
Date Issued: | 2017 | |
Publisher: | University of Central Florida | |
Language(s): | English | |
Abstract/Description: | School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium that pulls from narrative structures found in Choose Your Own Adventure Novels. These interactive narratives are a largely untapped resource (for educational uses) of guided critical thinking. My ongoing research explores the efficacy of implementing VNs into digital pedagogies to encourage the development of (")creatigational skills.(") This term is a response to the problematic wording already in use for skills such as creative thinking and collaborative abilities, skills encouraged by and developed through interactive activities, such as gaming and many of the arts. Current terminology labels them (")soft(") or (")non-cognitive(") skills, which are clear misnomers that passively diminish the importance of creative thought. This research explores how gaming, specifically so-called (")narrative(") gaming, of which VNs are one example, might contribute to the development of creatigational skills in students. Through the creation of VNs for this study, I examine both the ability of this genre to engage and encourage imaginative thought, as well as the practicality of designing and developing VNs for classroom use. | |
Identifier: | CFE0006906 (IID), ucf:51728 (fedora) | |
Note(s): |
2017-12-01 Ph.D. Arts and Humanities, Dean's Office CAH Doctoral This record was generated from author submitted information. |
|
Subject(s): | Engagement -- Education -- Digital Education -- Visual Novels -- Gamification -- Video Games -- Games -- Distance Learning -- Creatigation -- Pedagogy -- Creativity -- Soft Skills -- Noncognitive Skills -- Non-cognitive -- Choice -- Narrative -- Learning -- Digital -- Curriculum -- Story -- Branching | |
Persistent Link to This Record: | http://purl.flvc.org/ucf/fd/CFE0006906 | |
Restrictions on Access: | public 2017-12-15 | |
Host Institution: | UCF |