Using a Story-Driven Board Game to Engage Students and Adults With Cultural Heritage

Using a Story-Driven Board Game to Engage Students and Adults With Cultural Heritage

Irini Malegiannaki, Thanasis Daradoumis, Symeon Retalis
Copyright: © 2021 |Pages: 19
DOI: 10.4018/IJGBL.2021040101
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Abstract

Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently convey cultural content. More specifically, through four game interventions, it was investigated how a story-driven board game functions with teenage and adult users alike. A mixed research methodology was followed in all game sessions and data were collected through observation, semi-structured group interviews, and short questionnaires. Findings confirmed the playability of the suggested design and the potential to amuse players while providing learning gains and engagement with cultural content. Nevertheless, further evaluation in formal and non-formal educational settings is essential to validate our conclusions.
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Theoretical Background

Narrative-Centered Learning

Narrative, being an inherent form in which our experience and memory are organized (Bruner, 1991), is considered effective for science teaching (Hadzigeorgiou, 2016). Its use in the domain of game-based learning has contributed to the creation of narrative-centered learning environments, which combine learning content, problem solving and interactive storytelling (Rowe, Mott, & Lester, 2012). These environments are considered to enhance motivation, engagement and meaning making processes. However, discussion on their effectiveness is still open (Jackson L. C., O’Mara, Moss, & Jackson A. C., 2018; Naul 2020).

Narrative-centered learning environments are used in several subject areas, such as geography, ecology, economics, microbiology etc., and successful case studies are presented in Lester, Rowe, and Mott (2013). In the domain of cultural heritage, a narrative-based approach is followed by some location-based games (Alvarez Díaz, Toftedahl, & Svensson, 2014; Barbas & Correia, 2009; Luiro et al., 2019; Paay et al., 2008).

Tracers of the Past does not follow a location-based approach but is designed to be used statically in educational environments. In that respect, we believe that players' engagement with a composite narrative and vis-a-vis communication is easier to accomplish. The game offers a narrative experience in which players actions and learning content are tightly bound to the storyline, a feature highlighted as being effective (Jackson et al., 2018; Naul, 2020). While trying to solve the mystery at hand, players familiarize themselves with scientific content, gather clues and assemble them using abductive reasoning.

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