2023
DOI: 10.1080/00131911.2023.2170332
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Transforming a school into Hogwarts: storification of classrooms and students’ social behaviour

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Cited by 3 publications
(11 citation statements)
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“…In general, storification refers to utilising stories more comprehensively to communicate a narrative in a more intriguing and immersive way (Akkerman et al, 2009) or to create a fictional or nonfictional storied environment for more traditional learning activities (Deterding, 2016). Furthermore, storied environments and activities create a shared interest and a positive social atmosphere among pupils and teachers (Aura et al, 2023). According to several studies (Aura et al, 2021;Dickey, 2011), a well-composed storification creates a classroom drama that sparks suspense, sustained engagement and curiosity, which is a perquisite for exploration and the motivation to learn.…”
Section: Storification As a Context For Holistic Learning Processesmentioning
confidence: 99%
“…In general, storification refers to utilising stories more comprehensively to communicate a narrative in a more intriguing and immersive way (Akkerman et al, 2009) or to create a fictional or nonfictional storied environment for more traditional learning activities (Deterding, 2016). Furthermore, storied environments and activities create a shared interest and a positive social atmosphere among pupils and teachers (Aura et al, 2023). According to several studies (Aura et al, 2021;Dickey, 2011), a well-composed storification creates a classroom drama that sparks suspense, sustained engagement and curiosity, which is a perquisite for exploration and the motivation to learn.…”
Section: Storification As a Context For Holistic Learning Processesmentioning
confidence: 99%
“…However, it remains that the majority of current research is primarily western-centric, providing limited insights on the reception of gamification in, for example, Middle Eastern and developing countries, as well as which gamification designs / elements would resonate most with students in different cultures. Furthermore, gamification can be particularly valuable in educational contexts characterized by limited resources and classroom management challenges, as is often the case in developing countries (Aura et al, 2021a), where classrooms are significantly big, and the ratio of students to teachers is high. Gamification, compared to serious games, can be particularly easier and quicker to implement, giving it a slight advantage in contexts with limited resources, if it is indeed able to positively impact learning sustainably.…”
Section: Introductionmentioning
confidence: 99%
“…This is especially true while presenting scientific concepts to primary school pupils as students at that age may not always understand the relevance of the material they are learning and may need additional support to connect it to real-world experiences. Traditional didactic methods are not necessarily compatible with the nature of these scientific concepts, nor the nature of this century, and many pupils tend to find it challenging to grasp these concepts or perceive their importance (Aura et al, 2021a; Botha & Herselman, 2015). The resulting lack of motivation and engagement can lead to difficulty in understanding and retaining information thereby leading to failure in attaining the desired educational goals and a poor acquisition of scientific concepts, as has been confirmed by the pilot study which was a part of this research.…”
Section: Introductionmentioning
confidence: 99%
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