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Evidence Base

Orig. title: Spawn 2.0 — Att spela sig till läsning

Engl. transl.: Spawn 2.0 – Learning to read through playing

Keywords

Avatar gamification literature fiction belles-lettres reading comprehension education

Publication details

Year: 2020
Issued: 2020
Language: Swedish
Start Page: 42
End Page: 63
Editors: Lindberg Y.; Svensson A.
Authors: Graeske C.; Lundström S.; Smith E.; Thunberg S.
Type: Book chapter
Book title: Litteraturdidaktik: Språkämnen i samverkan
Publisher: Natur och kultur
Place: Stockholm, Sweden
Topics: Learning; Internet usage, practices and engagement
Implications For Educators About: Professional development
Implications For Stakeholders About: Researchers; Industry

Abstract

Studies have shown pupils' reading skills to be in decline. In this chapter we present a tested game design aimed at developing pupils' reading skills and enjoyment when it comes to classic works in literature. The design is aimed for older pupils and includes game elements such as avatars, tasks, interactivity, and experience points. In the project, literacy researchers collaborated with visualization researchers, teachers, and students. Based on the Design-Based Research approach, the game design has been tested in real-life teaching conditions with the goal of developing a digital learning platform capable of being fed with different content related to literature teaching. Tentative results show the game design's avatars, tasks, and experience points to have potential in teaching uses, while the interactivity dimensions needs further research. (Trans. by Coder)

Outcome

Tentative results show the game design's avatars, tasks, and experience points to have potential in teaching uses, while the interactivity dimensions needs further research. (Authors, in Abstract; trans. by Coder)

Related studies

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