International Conference on the Foundations of Digital Games 2020
DOI: 10.1145/3402942.3403004
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A (Visual) Novel Route to Learning: A Taxonomy of Teaching Strategies in Visual Novels

Abstract: Interactive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains relatively unexplored. To better understand this space, a study was conducted that focused on one sub-genre of interactive narrative, Visual Novels. Specifically, in this paper we conducted a survey of thirty-one existing educational Visual Novels, analyzing design elements that fostered learning and delivered educational content. The re… Show more

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Cited by 23 publications
(25 citation statements)
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“…Storytelling is a simple yet powerful way to explain complex issues. In particular, interactive narratives can enrich and create more engaging experiences, breaking the fourth wall, these are often used to frame and contextualize game education 18,32 …”
Section: Design and Developmentmentioning
confidence: 99%
“…Storytelling is a simple yet powerful way to explain complex issues. In particular, interactive narratives can enrich and create more engaging experiences, breaking the fourth wall, these are often used to frame and contextualize game education 18,32 …”
Section: Design and Developmentmentioning
confidence: 99%
“…Thus VNs drawing upon historical topics and those set in contemporary or fantasy settings can create narratives that illustrate specific subjects and make them come to life, or portray current topics promoting discussion and reflection (Øygardslia et al, 2020). There are five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3) Teaching Through Mini-games, 4) Teaching Through Exploration, and 5) Non-interactive Teaching (Camingue et al, 2020). Although VNs have been used in education, so far there is no application in dialogue-based learning.…”
Section: Digital Storytelling and Sociality For Engagement With Historymentioning
confidence: 99%
“…Terdapat dua jenis pengguna sistem tersebut, yaitu Siswa dan Guru. Siswa menggunakan PJA, yang berjenis novel visual [25], untuk mempelajari Jari Aritmetika, sedangkan Guru menggunakan SIMGEJA, yang berbasis web, untuk memodifikasi konten pembelajaran Jari Aritmetika di PJA. Dengan demikian, PJA dapat digunakan untuk jangka panjang di TK Lintang.…”
Section: Desain Sistem Gimunclassified
“…Berdasarkan taksonomi Camingue dkk. [25], PJA menerapkan strategi "pengajaran melalui gim mini" (teaching through mini-games). Untuk itu, kami mendesain alur permainan PJA agar tersusun dari dua bagian, yaitu adegan cerita dan soal.…”
Section: Desain Alur Permainan Gimunclassified