Enhancing learning of real-life skills with storyfication : in a video game context
Kajava, Laura (2022)
Kajava, Laura
2022
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022052010703
https://urn.fi/URN:NBN:fi:amk-2022052010703
Tiivistelmä
Storytelling has been an important part of human nature as long as humans
have existed. The story is quite often one of the most important parts of any
book, film, or video game. Storytelling, and more specifically, storyfication, can
be used to elevate learning experience in different media.
This thesis aimed to inspect different elements of storyfication in video games
and how they can be used to make learning more effective and fun for the
target group. Literature reviews of education in games, storyfication, and
player skills were done, as well as five different video games were studied for
their educational and skill value.
The findings were analyzed and then prototyped for a notice board gameplay
feature in the RPG game Hamina 1810 – Work Never Changes, which aims to
teach the players about work-life and gaining work experience. A user survey
for the players was conducted, and the results were analyzed.
The survey did not get as many respondents as first expected and none of the
respondents were part of the game’s target group, as it would have been most
beneficial. Despite this, the author received valuable information related to the
game and its educational content.
Storyfication, as it is not much studied, has great potential for future research
in educational contexts, as technology evolves and so do education
environments in video games and online.
have existed. The story is quite often one of the most important parts of any
book, film, or video game. Storytelling, and more specifically, storyfication, can
be used to elevate learning experience in different media.
This thesis aimed to inspect different elements of storyfication in video games
and how they can be used to make learning more effective and fun for the
target group. Literature reviews of education in games, storyfication, and
player skills were done, as well as five different video games were studied for
their educational and skill value.
The findings were analyzed and then prototyped for a notice board gameplay
feature in the RPG game Hamina 1810 – Work Never Changes, which aims to
teach the players about work-life and gaining work experience. A user survey
for the players was conducted, and the results were analyzed.
The survey did not get as many respondents as first expected and none of the
respondents were part of the game’s target group, as it would have been most
beneficial. Despite this, the author received valuable information related to the
game and its educational content.
Storyfication, as it is not much studied, has great potential for future research
in educational contexts, as technology evolves and so do education
environments in video games and online.
Kokoelmat
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