TY - GEN
T1 - Story-Oriented Learning
AU - Ștefan, Antoniu
AU - Andreea Stefan, Ioana
AU - Hauge, Jannicke Baalsrud
AU - Loizou, Michael
AU - Calderwood, Jacqueline
AU - Arnab, Sylvester
AU - Beaufoy, Jayne
PY - 2019/4/12
Y1 - 2019/4/12
N2 - In a game environment, narrative design is considered the art of combining gameplay and multimedia assets to create novel experiences that can entertain players and motivate them for longer periods. The use of narrative design in game-driven education has the potential to add an extra entertainment value to make learning more engaging. Narratives can give players insights into the game's world by providing helpful information to reinforce a certain gameplay feature. However, the development of interactive learning experiences necessitate a consistent effort that carefully blends content, gameplay and quality graphics. An easy-to-play game does not equate with an easy-to-create design and development process. Storytelling necessitates the ability to place the right data in a given learning context, meeting specific learning objectives, to tell a story in a compelling, and convincing way, in order to drive engagement. It is also important to take into account the positive impact of the involvement of the end-users in major decisions that affect consistently the structure of the game story or the communication with non-playing characters. Currently, the level of end-user involvement in the narrative flow remain limited. In this context, the Authoring Tools developed within the BEACONING project address these challenges and explore the positive impact that an end-user can have within a game-based learning setting by enabling them to become learning designers. This paper discusses the challenges associated with the creation of meaningful game narratives that can be implemented in learning settings and explores the roles of teachers and students as learning designers and the added-value generated.
AB - In a game environment, narrative design is considered the art of combining gameplay and multimedia assets to create novel experiences that can entertain players and motivate them for longer periods. The use of narrative design in game-driven education has the potential to add an extra entertainment value to make learning more engaging. Narratives can give players insights into the game's world by providing helpful information to reinforce a certain gameplay feature. However, the development of interactive learning experiences necessitate a consistent effort that carefully blends content, gameplay and quality graphics. An easy-to-play game does not equate with an easy-to-create design and development process. Storytelling necessitates the ability to place the right data in a given learning context, meeting specific learning objectives, to tell a story in a compelling, and convincing way, in order to drive engagement. It is also important to take into account the positive impact of the involvement of the end-users in major decisions that affect consistently the structure of the game story or the communication with non-playing characters. Currently, the level of end-user involvement in the narrative flow remain limited. In this context, the Authoring Tools developed within the BEACONING project address these challenges and explore the positive impact that an end-user can have within a game-based learning setting by enabling them to become learning designers. This paper discusses the challenges associated with the creation of meaningful game narratives that can be implemented in learning settings and explores the roles of teachers and students as learning designers and the added-value generated.
KW - metanarrative design
KW - metagame
KW - authoring tool;
KW - BEACONING
UR - http://www.scopus.com/inward/record.url?scp=85085160523&partnerID=8YFLogxK
UR - https://proceedings.elseconference.eu/index.php?r=site/index&year=2019&index=papers&vol=32&paper=9e68072be782be8a9d2ba88d694735b9
U2 - 10.12753/2066-026X-19-003
DO - 10.12753/2066-026X-19-003
M3 - Conference proceeding
AN - SCOPUS:85085160523
VL - 1
SP - 30
EP - 38
BT - International Scientific Conference "eLearning and Software for Education" eLSE 2019
A2 - Roceanu, Ion
A2 - Beligan, Daniel
A2 - Stefan, Ioana Andreea
A2 - Moldoveanu, Alin
A2 - Trausan Matu, Stefan
PB - Carol I National Defence University Publishing House
T2 - 15th International Scientific Conference on eLearning and Software for Education, eLSE 2019
Y2 - 11 April 2019 through 12 April 2019
ER -