A (Visual) Novel Route to Learning : A Taxonomy of Teaching Strategies in Visual Novels

dc.contributor.authorCamingue, Janelynn
dc.contributor.authorMelcer, Edward F.
dc.contributor.authorCarstensdottir, Elin
dc.contributor.authorYannakakis, Georgios N.
dc.contributor.authorLiapis, Antonios
dc.contributor.authorPenny, Kyburz
dc.contributor.authorVolz, Vanessa
dc.contributor.authorKhosmood, Foaad
dc.contributor.authorLopes, Phil
dc.contributor.departmentDepartment of Computer Science
dc.date.accessioned2026-11-11T10:37:01Z
dc.date.available2026-11-11T10:37:01Z
dc.date.issued2020-09-15
dc.descriptionPublisher Copyright: © 2020 Owner/Author.en
dc.description.abstractInteractive narratives are widely used to frame and contextualize education in games. However, the specifics of how their designs aid the learning process and outcomes remains relatively unexplored. To better understand this space, a study was conducted that focused on one sub-genre of interactive narrative, Visual Novels. Specifically, in this paper we conducted a survey of thirty-one existing educational Visual Novels, analyzing design elements that fostered learning and delivered educational content. The resulting taxonomy consists of five key dimensions for educational design and teaching strategies within Visual Novels: 1) Teaching Through Choice, 2) Teaching Through Scripted Sequences, 3) Teaching Through Mini-games, 4) Teaching Through Exploration and 5) Non-interactive Teaching. These dimensions demonstrate that there are a number of design considerations for supporting learning through Visual Novels. This work has implications for designers of educational games by classifying the different designs a Visual Novel can employ to teach-ultimately informing how to better present educational subject matter in interactive narrative games.en
dc.description.versionPeer revieweden
dc.format.extent4546946
dc.format.extent
dc.format.extent
dc.identifier.citationCamingue, J, Melcer, E F & Carstensdottir, E 2020, A (Visual) Novel Route to Learning : A Taxonomy of Teaching Strategies in Visual Novels. in G N Yannakakis, A Liapis, K Penny, V Volz, F Khosmood & P Lopes (eds), Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020., 77, ACM International Conference Proceeding Series, Association for Computing Machinery, 15th International Conference on the Foundations of Digital Games, FDG 2020, Bugibba, Malta, 15/09/20. https://doi.org/10.1145/3402942.3403004en
dc.identifier.citationconferenceen
dc.identifier.doi10.1145/3402942.3403004
dc.identifier.isbn9781450388078
dc.identifier.other251596592
dc.identifier.other92bd202a-14b7-4745-8b4d-dcccbea5dab9
dc.identifier.other85092324303
dc.identifier.urihttps://hdl.handle.net/20.500.11815/9062
dc.language.isoen
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofseriesProceedings of the 15th International Conference on the Foundations of Digital Games, FDG 2020; ()en
dc.relation.ispartofseriesACM International Conference Proceeding Series; ()en
dc.relation.urlhttps://www.scopus.com/pages/publications/85092324303en
dc.rightsinfo:eu-repo/semantics/openAccessen
dc.subjectEducational Designen
dc.subjectEducational Gamesen
dc.subjectInteractive Narrativesen
dc.subjectTaxonomyen
dc.subjectVisual Novelsen
dc.subjectSoftwareen
dc.subjectHuman-Computer Interactionen
dc.subjectComputer Vision and Pattern Recognitionen
dc.subjectComputer Networks and Communicationsen
dc.titleA (Visual) Novel Route to Learning : A Taxonomy of Teaching Strategies in Visual Novelsen
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontobookanthology/conferenceen

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