Abstract
This paper introduces Hootopia, a tangible interactive board game, aimed at exploring the potential effectiveness of interactive digital storytelling in enhancing children’s comprehension of biodiversity and species protection. The game objective is to cultivate a profound connection between players and the imperative of safeguarding animal habitats, aiming for a deeper, experiential understanding rather than the dissemination of specific academic content. In the game, players assume the dual roles of environmental transformers and animal protectors and have a unique opportunity to experience various interests and conflicts among different factions. By immersing players in an enjoyable and engaging narrative, the game seeks to enrich biodiversity education. The study investigates the integration of board game narratives and education, the feasibility of merging gaming and tangible interactive storytelling, and the impact of Hootopia on children’s engagement, interest, learning outcomes, and attitudes toward biodiversity and species protection.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
UN Homepage: Climate change and biodiversity. https://www.un.org/en/climatechange/science/climate-issues/biodiversity. Accessed 23 June 2023
Harley, D., Chu, J.H., Kwan, J., Mazalek, A.: Towards a framework for tangible narratives. In: Proceedings of the Tenth International Conference on Tangible, Embedded, and Embodied Interaction. TEI 2016, pp. 62–69. ACM Press, Eindhoven, Netherlands (2016)
Echeverri, D., Wei, H.: Letters to José: a design case for building tangible interactive narratives. In: Bosser, A.-G., Millard, D.E., Hargood, C. (eds.) Interactive Storytelling. ICIDS 2020. Lecture Notes in Computer Science, vol. 12497, pp. 15–29. Springer, Cham (2020)
Holmquist, L.E., Helander, M., Dixon, S.: Every object tells a story: physical interfaces for digital storytelling. In: Proceedings of the NordiCHI (2000)
Mazalek, A., Davenport, G., Ishii, H.: Tangible viewpoints: a physical approach to multimedia stories. In: Proceedings of the tenth ACM international conference on Multimedia, pp. 153–160 (2002)
Mayora, O., Costa, C., Papliatseyeu, A.: ITheater Puppets Tangible Interactions for Storytelling. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds.) Intelligent Technologies for Interactive Entertainment, pp. 110–118. Springer, Berlin Heidelberg, Berlin, Heidelberg (2009)
Rogerson, J.M., Sparrow, A.L., Gibbs, R.M.: Unpacking “Boardgames with Apps”: the hybrid digital boardgame model. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, pp. 1–17. ACM, Yokohama Japan (2021)
Harley, D., Tarun, A.P., Germinario, D., Mazalek, A.: Tangible VR: diegetic tangible objects for virtual reality narratives. In: Proceedings of the 2017 Conference on Designing Interactive Systems, pp. 1253–1263. ACM, Edinburgh United Kingdom (2017)
Pietroni, E., Forlani, M., Rufa, C.: Livia’s villa reloaded: an example of re-use and update of a pre-existing virtual museum, following a novel approach in storytelling inside virtual reality environments. In: 2015 Digital Heritage. pp. 511–518. IEEE, Granada, Spain (2015)
Chu, J.H.: Designing tangible interfaces to support expression and sensemaking in interactive narratives. In: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 457–460. ACM, Stanford California USA (2015)
Soleimani, A., Green, K.E., Herro, D., Walker, I.D.: A tangible, story-construction process employing spatial, computational-thinking. In: Proceedings of the the 15th International Conference on Interaction Design and Children, pp. 157–166. ACM, Manchester United Kingdom (2016)
Assembly, G.: Sustainable development goals. SDGs Transform Our World, 2030 (2015)
Brooks, T.M., et al.: Habitat loss and extinction in the hotspots of biodiversity. Conserv. Biol. 16, 909–923 (2002). https://doi.org/10.1046/j.1523-1739.2002.00530.x
Allan, J.R., et al.: The minimum land area requiring conservation attention to safeguard biodiversity (2022)
Barker, S., Elliott, P.: Planning a skills-based resource for biodiversity education. J. Biol. Educ. 34, 123–127 (2000). https://doi.org/10.1080/00219266.2000.9655701
Hudson, S.J.: Challenges for environmental education: issues and ideas for the 21st century. Bioscience 51, 283 (2001)
Hwang, G.-J., Yang, L.-H., Wang, S.-Y.: A concept map-embedded educational computer game for improving students’ learning performance in natural science courses. Comput. Educ. 69, 121–130 (2013)
Coroller, S., Flinois, C.: Video games as a tool for ecological learning: the case of Animal Crossing. Ecosphere 14, e4463 (2023)
Brewer, C.: Conservation education partnerships in schoolyard laboratories: a call back to action. Conserv. Biol. 16, 577–579 (2002)
Stonemaiergames Homepage, https://stonemaiergames.com/games/wingspan/. Accessed 12 Sep 2023
Geniusgames Homepage, https://www.geniusgames.org/products/ecosystem-family-card-game-animals-ecology-habitats-biodiversity. Accessed 12 Sep 2023
Onemomentgames Homepage, http://www.onemomentgames.com/. Accessed 12 Sep 2023
Robin, B.R.: Digital storytelling: a powerful technology tool for the 21st century classroom. Theory Into Pract. 47, 220–228 (2008)
Horn, M.S., Jacob, R.J.K.: Designing tangible programming languages for classroom use. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction, pp. 159–162. ACM, Baton Rouge Louisiana (2007)
Gil, M., Sylla, C.: A close look into the storytelling process: the procedural nature of interactive digital narratives as learning opportunity. Entertainment Comput. 41, 100466 (2022). https://doi.org/10.1016/j.entcom.2021.100466
Zuckerman, O., Arida, S., Resnick, M.: Extending Tangible Interfaces for Education: Digital Montessori-inspired Manipulatives (2005)
Ryan, M.-L.: From narrative games to playable stories: toward a poetics of interactive narrative. Storyworlds: J. Narrative Stud. 1, 43–59 (2009)
Horn, M.S., Crouser, R.J., Bers, M.U.: Tangible interaction and learning: the case for a hybrid approach. Pers. Ubiquit. Comput. 16, 379–389 (2012). https://doi.org/10.1007/s00779-011-0404-2
Zaman, B., Vanden Abeele, V., Markopoulos, P., et al.: Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation. Pers. Ubiquit. Comput. 16, 367–378 (2012). https://doi.org/10.1007/s00779-011-0409-x
Tosca, S.P.: The Quest Problem in Computer Games (2003)
Sullivan, A., Salter, A.: A taxonomy of narrative-centric board and card games. In: Proceedings of the 12th International Conference on the Foundations of Digital Games, pp. 1–10. ACM, Hyannis Massachusetts (2017)
Cardona-Rivera, R.E., Zagal, J.P., Debus, M.S.: Aligning story and gameplay through narrative goals. Entertainment Comput. 47, 100577 (2023). https://doi.org/10.1016/j.entcom.2023.100577
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Zhang, Y., Huang, Z. (2023). A Board Game Hootopia: Biodiversity Education Through Tangible and Interactive Narrative. In: Holloway-Attaway, L., Murray, J.T. (eds) Interactive Storytelling. ICIDS 2023. Lecture Notes in Computer Science, vol 14383. Springer, Cham. https://doi.org/10.1007/978-3-031-47655-6_25
Download citation
DOI: https://doi.org/10.1007/978-3-031-47655-6_25
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-47654-9
Online ISBN: 978-3-031-47655-6
eBook Packages: Computer ScienceComputer Science (R0)