• Jens Dinesen
4. semester, Informationsvidenskab, Kandidat (Kandidatuddannelse)
The purpose of this master thesis is to contribute to the further development of the framework for Persuasive Learning Objects and Technologies, within the EU-project e-PLOT. It is concluded that the current framework can be successfully supplemented with the use of game design principles, from the field of Gamification, without the desaturation of the persuasive didactic goal.

The goal of the project is to develop a pedagogical framework for persuasive learning objects and technologies (PLOTs), that allow users to engage in structured learning activities with the use of their computer, and without the need of physically attending lectures. The project framework has a theoretical foundation that draws upon Persuasive -Design and -Technology, Didactics and Rhetoric and aims to not only engage users, but also secure assessments of the learners so as to ensure that the intended outcome statement is in fact fulfilled.

Initially the theoretical foundation is presented and discussed, with the aim to review the current state of the development tool GLOMaker, used within the project. This analysis presents several didactical challenges in terms of both visceral design and underlying structures.

While the persuasive element serves as the primary conveyer of the didactic and persuasive intention, this thesis will argue that the theoretical foundation does not adequately engage the users of these persuasive learning objects. Moreover, it is argued that the current foundation does not support the collection of data, making assessment of the learner impossible. It is argued, that to overcome these and other central didactical challenges, the current framework must be reviewed, and supplemented with a theory that specifically aims to engage users by other means. In doing this, a number of didactical challenges are sought overcome by integrating persuasive learning objects into the online platform The Virtual Vedersø. This platform is created specifically for the PLOT usecase of “The Kaj Munk Museum in Vedersø. The intention is to engage learners in completing assignments, and to create a platform for crowd sourced knowledge sharing, between groups of e.g. students, co-workers or visitors. The prototype furthermore seeks to educate visitors into aspects of the famous Danish author and encourage them to engage in further studies after the visit to the museum.
SprogDansk
Udgivelsesdato31 maj 2012
Antal sider59
ID: 63457047