Fiction or Reality - Which Game Story Promotes Learning Outcome More?

Publikation: Beiträge in SammelwerkenAufsätze in KonferenzbändenForschungbegutachtet

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 SammelwerkenAufsätze in KonferenzbändenForschungbegutachtet

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 -

DOI