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Enhancing the Reading Experience through User-Generated Serious Games on the MyGame-4u Platform

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Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 8101))

Abstract

The characteristics of generation Z, or the digital generation, have led us to rethink our pedagogy for bringing challenging literature into the classroom. Our research is based on creating a serious game platform in collaboration with a team of students who were involved both in the programming and testing of our platform called MyGame-4u. This platform allows students to share contributor-generated games in the field of literature. Using the Bloom taxonomy of learning objectives, our team of researchers developed a bank of question templates for the platform corresponding to the five levels of learning in the taxonomy. This paper also refers to the findings of techno-culture theorists in relation to the generation Z profile as well as Csikszentmihalyi’s eight dimensions of the flow experience. Having tested MyGame-4u, we believe that such tools can help students break down the reading activity into achievable tasks and thus allow them to develop their capacity to read and to appreciate long novels.

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© 2013 Springer-Verlag Berlin Heidelberg

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De Marco, C., Evain, C., Gutierrez, F. (2013). Enhancing the Reading Experience through User-Generated Serious Games on the MyGame-4u Platform. In: Ma, M., Oliveira, M.F., Petersen, S., Hauge, J.B. (eds) Serious Games Development and Applications. SGDA 2013. Lecture Notes in Computer Science, vol 8101. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-40790-1_10

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  • DOI: https://doi.org/10.1007/978-3-642-40790-1_10

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-40789-5

  • Online ISBN: 978-3-642-40790-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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