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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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
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