dc.contributor.author | Leedertz, Verona | |
dc.contributor.author | Sedano, Carolina Islas | |
dc.contributor.author | Ellis, Suria | |
dc.contributor.author | Vinni, Mikko | |
dc.contributor.author | Sutinen, Erkki | |
dc.date.accessioned | 2016-02-08T12:00:12Z | |
dc.date.available | 2016-02-08T12:00:12Z | |
dc.date.issued | 2013 | |
dc.identifier.citation | Sedano, C.I. et al. 2013. Hypercontextualized learning games: fantasy, motivation, and engagement in reality. Simulation & gaming, 44(6):821-845. [https://uk.sagepub.com/en-gb/afr/simulation-gaming/journal200777] | en_US |
dc.identifier.issn | 1046-8781 | |
dc.identifier.issn | 1552-826X (Online) | |
dc.identifier.uri | http://hdl.handle.net/10394/16219 | |
dc.description.abstract | A Hypercontextualized Game (HCG) is a locally designed game that supports its players
in gathering context-specific information and in-depth understanding and knowledge
regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which
visitors can play various games based on stories, was originally developed for the openair
section of the Pielinen Museum and is an example of such a hypercontextualized
game. Each individual game (which together make up LIEKSAMYST) was developed
in, for and with the co-operation of the Pielinen Museum. In its design, LIEKSAMYST
purposefully attempts to connect users to the local history and thus promote affective
engagement. With the co-operation of both a local school (Lieksan Keskuskoulu) and
the museum authorities, we set out to discover how LIEKSAMYST guides the informal
learning experience of Grade 7 pupils. We gathered information from 101 pupils onsite
(through questionnaires) and used this data, as well as the pupils’ academic grades,
to elucidate our study by investigating the relationship between engagement and
motivation. The data were analyzed using a quantitative method guided by a qualitative
interpretational approach and we found a significant correlation between (a) fantasy
and (b) affective and cognitive engagement. The study highlighted the importance
of evoking and harnessing both affective and cognitive engagement, through the
fundamental element of fantasy, in the game narrative. | en_US |
dc.description.uri | https://uk.sagepub.com/en-gb/afr/simulation-gaming/journal200777 | |
dc.description.uri | http://sag.sagepub.com/content/44/6/821.abstract | |
dc.description.uri | doi: 10.1177/1046878113514807 | |
dc.language.iso | en | en_US |
dc.publisher | SAGE Publications | en_US |
dc.subject | Affective engagement | en_US |
dc.subject | cognitive engagement | en_US |
dc.subject | contextual game | en_US |
dc.subject | engagement | en_US |
dc.subject | fantasy | en_US |
dc.subject | game | en_US |
dc.subject | game-based learning | en_US |
dc.subject | hypercontextualized games | en_US |
dc.subject | informal learning experience | en_US |
dc.subject | locally designed game | en_US |
dc.subject | motivation | en_US |
dc.title | Hypercontextualized learning games: fantasy, motivation, and engagement in reality | en_US |
dc.type | Article | en_US |
dc.contributor.researchID | 10188908 - Ellis, Susanna Maria | |