DOI: 10.5176/2251-1679_CGAT18.13
Authors: Natchanon Pornprasatpol, Worapan Kusakunniran, Jason H. Haga, Tuschsait Thipajaruratch, Kittikhun Thongkanchorn and Chanapai Limsuwankesorn
Abstract:
This research project aims to deliver technical knowledge to the general public by using an interactive storytelling game to generate general public interest. The knowledge content itself is difficult to understand, so this research project uses gamification techniques to encourage the general public to learn about technical content in an easy and interesting way. The storytelling technique used in this research project is based on implying technical content using an in-game analogy matched with the actual content. This matching is directly summarized again at the end of the game. Similar to other existing works, pre- and post-tests are used to determine the knowledge gain of the participants. The participants in this research project are classified into two groups: 1) playing the game (i.e., the proposed alternative learning media), and 2) reading the summary article (i.e., the traditional learning media). Our study demonstrates that the knowledge gains of these two groups are very similar. Thus, our findings suggest that the proposed alternative learning media can deliver technical content as effectively as the traditional learning media, but with more entertainment and the higher level of engagement with the content, analyzed from the questionnaires.
Keywords: Storytelling, Gamification, Interactive Content, Animation, FELIX
