A Master Thesis: Increasing Engagement For Danish Gymnasium Students In The Subject of Fiscal Policy Through A Serious Game
Studenteropgave: Speciale (inkl. HD afgangsprojekt)
- Daniel Bredgaard Hendriksen
- Gustav Søgaard Jakobsen
- Niklas Lee Skjold Hansen
- Mads Strømberg Petersen
4. semester, Medialogi, Kandidat (Kandidatuddannelse)
In this master thesis we propose a framework to
design a serious game in the subject of fiscal policy in
the field of social studies in Danish gymnasium. The
thesis examines how a serious game can increase
student engagement towards learning about fiscal
policy. In collaboration with N. Zahles Gymnasium,
a serious game was developed and a test consisting
of an experimental group (n=31) and a control group
(n=20) was conducted. A triangulation approach
utilizing a questionnaire inspired by the UES short
form and student and teacher interviews. The
interviews were used to measure the attitude
towards the serious game. The serious game
significantly increased student engagement, but no
meaningful difference in learning outcome between
the experimental and control groups was observed.
Future work includes a more evenly distributed
balance between elements of fun and educational
content, more testing involving more participants
and a more even distribution of test participants and
better involvement of the teachers as expert
consultants.
design a serious game in the subject of fiscal policy in
the field of social studies in Danish gymnasium. The
thesis examines how a serious game can increase
student engagement towards learning about fiscal
policy. In collaboration with N. Zahles Gymnasium,
a serious game was developed and a test consisting
of an experimental group (n=31) and a control group
(n=20) was conducted. A triangulation approach
utilizing a questionnaire inspired by the UES short
form and student and teacher interviews. The
interviews were used to measure the attitude
towards the serious game. The serious game
significantly increased student engagement, but no
meaningful difference in learning outcome between
the experimental and control groups was observed.
Future work includes a more evenly distributed
balance between elements of fun and educational
content, more testing involving more participants
and a more even distribution of test participants and
better involvement of the teachers as expert
consultants.
Specialiseringsretning | Spil |
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Sprog | Engelsk |
Udgivelsesdato | 25 maj 2022 |
Antal sider | 95 |
Ekstern samarbejdspartner | N. Zahles Gymnasium no name vbn@aub.aau.dk Anden |
Emneord | Engagement, Serious Games, Fiscal Policy, Social Studies, Immersion, Gameflow |
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