Standard
Fiction or Reality - Which Game Story Promotes Learning Outcome More? / Grogorick, Linda; Rohde, Moritz
; Khosrawi-Rad, Bijan et al.
36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings. Hrsg. / Andreja Pucihar; Mirjana Kljajic Borstnar; Roger Bons; Roger Bons; Guido Ongena; Marikka Heikkila; Doroteja Vidmar. University of Maribor Press, 2023. S. 441-456 (36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings).
Publikation: Beiträge in Sammelwerken › Aufsätze in Konferenzbänden › Forschung › begutachtet
Harvard
Grogorick, L, Rohde, M
, Khosrawi-Rad, B & Robra-Bissantz, S 2023,
Fiction or Reality - Which Game Story Promotes Learning Outcome More? in A Pucihar, MK Borstnar, R Bons, R Bons, G Ongena, M Heikkila & D Vidmar (Hrsg.),
36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings. 36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings, University of Maribor Press, S. 441-456, 36th Bled eConference, BLED 2023, Bled, Slowenien,
25.06.23.
https://doi.org/10.18690/um.fov.4.2023.28
APA
Grogorick, L., Rohde, M.
, Khosrawi-Rad, B., & Robra-Bissantz, S. (2023).
Fiction or Reality - Which Game Story Promotes Learning Outcome More? In A. Pucihar, M. K. Borstnar, R. Bons, R. Bons, G. Ongena, M. Heikkila, & D. Vidmar (Hrsg.),
36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings (S. 441-456). (36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings). University of Maribor Press.
https://doi.org/10.18690/um.fov.4.2023.28
Vancouver
Grogorick L, Rohde M
, Khosrawi-Rad B, Robra-Bissantz S.
Fiction or Reality - Which Game Story Promotes Learning Outcome More? in Pucihar A, Borstnar MK, Bons R, Bons R, Ongena G, Heikkila M, Vidmar D, Hrsg., 36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings. University of Maribor Press. 2023. S. 441-456. (36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings). doi: 10.18690/um.fov.4.2023.28
Bibtex
@inbook{6c24941137ad44148f5bf1344644863d,
title = "Fiction or Reality - Which Game Story Promotes Learning Outcome More?",
abstract = "Digital Game-based Learning (DGBL) has achieved several positive results in recent years, e.g., increased fun, motivation, or learning outcome. However, many DGBL applications fail, which makes an isolated consideration of individual game elements and their influence on learning necessary to better design future DGBL applications. One widely used game element is the game story. As there is little research on how a game story should be designed to promote learning, this paper conducts an experiment comparing a fictional game story with a realistic one. The results show that both game stories lead to a significant objective knowledge gain. In terms of learning outcome, both game stories achieved similar results.",
keywords = "game story, learning outcome, motivation, presentation skills, serious game",
author = "Linda Grogorick and Moritz Rohde and Bijan Khosrawi-Rad and Susanne Robra-Bissantz",
note = "Publisher Copyright: {\textcopyright} University of Maribor, University Press.; 36th Bled eConference, BLED 2023 ; Conference date: 25-06-2023 Through 28-06-2023",
year = "2023",
doi = "10.18690/um.fov.4.2023.28",
language = "English",
series = "36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings",
publisher = "University of Maribor Press",
pages = "441--456",
editor = "Andreja Pucihar and Borstnar, {Mirjana Kljajic} and Roger Bons and Roger Bons and Guido Ongena and Marikka Heikkila and Doroteja Vidmar",
booktitle = "36th Bled eConference",
address = "Slovenia",
}
RIS
TY - CHAP
T1 - Fiction or Reality - Which Game Story Promotes Learning Outcome More?
AU - Grogorick, Linda
AU - Rohde, Moritz
AU - Khosrawi-Rad, Bijan
AU - Robra-Bissantz, Susanne
N1 - Publisher Copyright:
© University of Maribor, University Press.
PY - 2023
Y1 - 2023
N2 - Digital Game-based Learning (DGBL) has achieved several positive results in recent years, e.g., increased fun, motivation, or learning outcome. However, many DGBL applications fail, which makes an isolated consideration of individual game elements and their influence on learning necessary to better design future DGBL applications. One widely used game element is the game story. As there is little research on how a game story should be designed to promote learning, this paper conducts an experiment comparing a fictional game story with a realistic one. The results show that both game stories lead to a significant objective knowledge gain. In terms of learning outcome, both game stories achieved similar results.
AB - Digital Game-based Learning (DGBL) has achieved several positive results in recent years, e.g., increased fun, motivation, or learning outcome. However, many DGBL applications fail, which makes an isolated consideration of individual game elements and their influence on learning necessary to better design future DGBL applications. One widely used game element is the game story. As there is little research on how a game story should be designed to promote learning, this paper conducts an experiment comparing a fictional game story with a realistic one. The results show that both game stories lead to a significant objective knowledge gain. In terms of learning outcome, both game stories achieved similar results.
KW - game story
KW - learning outcome
KW - motivation
KW - presentation skills
KW - serious game
UR - http://www.scopus.com/inward/record.url?scp=85173606400&partnerID=8YFLogxK
U2 - 10.18690/um.fov.4.2023.28
DO - 10.18690/um.fov.4.2023.28
M3 - Article in conference proceedings
AN - SCOPUS:85173606400
T3 - 36th Bled eConference: Digital Economy and Society: The Balancing Act for Digital Innovation in Times of Instability, BLED 2023 - Proceedings
SP - 441
EP - 456
BT - 36th Bled eConference
A2 - Pucihar, Andreja
A2 - Borstnar, Mirjana Kljajic
A2 - Bons, Roger
A2 - Bons, Roger
A2 - Ongena, Guido
A2 - Heikkila, Marikka
A2 - Vidmar, Doroteja
PB - University of Maribor Press
T2 - 36th Bled eConference, BLED 2023
Y2 - 25 June 2023 through 28 June 2023
ER -