Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Hooked By Avatars? Literature Studies in Upper Secondary School—A Simulation Study
Luleå University of Technology, Department of Health, Education and Technology, Education, Language, and Teaching.ORCID iD: 0000-0003-0681-1886
NTI-Gymnasium, Trädgårdsgatan 22, Luleå, Sweden.
Luleå University of Technology, Department of Health, Education and Technology, Education, Language, and Teaching.ORCID iD: 0000-0002-7731-0205
2022 (English)In: International Education Studies, ISSN 1913-9020, E-ISSN 1913-9039, Vol. 15, no 3, p. 53-60Article in journal (Refereed) Published
Abstract [en]

Several studies have shown that Swedish students’ reading comprehension and ability to understand fiction are decreasing year by year. Numerous alarming reports point to the unsustainable situation concerning young people’s reading engagement, but the ideas of how it can be remedied are few. This study aims to investigate and evaluate a didactic design that includes avatars as game elements in order to promote students’ reading of fiction. What opportunities and challenges might such a design present? In the study, an action research method and game theory were used, where teachers and researchers collaboratively explored and evaluated the outcome. The results showed that this design offered many opportunities and generated reading engagement. The students co-design their learning by creating an avatar and then entering the fictional world of a short story. Creating an avatar that interacts with the fictional text requires both participation, reading comprehension and meta analytic skills. However, the design also presented challenges, that some students did not link their avatars clearly to the text and instead did their own stories. The design could thus be further developed to provide more room for avatars to interact more with the chosen literary environment.

Place, publisher, year, edition, pages
Canadian Center of Science and Education , 2022. Vol. 15, no 3, p. 53-60
Keywords [en]
avatars, game elements, reading engagement, game based reading, literature, K-12
National Category
Languages and Literature
Research subject
Swedish and Education
Identifiers
URN: urn:nbn:se:ltu:diva-90954DOI: 10.5539/ies.v15n3p53OAI: oai:DiVA.org:ltu-90954DiVA, id: diva2:1664294
Note

Godkänd;2022;Nivå 0;2022-06-28 (sofila)

Available from: 2022-06-03 Created: 2022-06-03 Last updated: 2024-12-03Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records

Graeske, CarolineThunberg, Stina

Search in DiVA

By author/editor
Graeske, CarolineThunberg, Stina
By organisation
Education, Language, and Teaching
In the same journal
International Education Studies
Languages and Literature

Search outside of DiVA

GoogleGoogle Scholar

doi
urn-nbn

Altmetric score

doi
urn-nbn
Total: 296 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf