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Knight Elimar’s Last Joust: A virtual environment game for promoting literacy across the curriculum
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, University of Calgary, Canada ; , , York University, Canada ; , University of Calgary, Canada

EdMedia + Innovate Learning, in Vancouver, Canada ISBN 978-1-880094-62-4 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Role-playing games set in immersive virtual environments can leverage student interest in narrative and fantasy to motivate learning. This paper describes an educational role-playing game developed to enhance student literacy and designed to run on a typical classroom computer. Its development was guided by empirical findings and theoretical considerations discussed in the paper's introduction. The game is set in a virtual medieval village, and incorporates a mystery quest that can only be solved by successfully unraveling a series of challenging written and verbal clues. Game-related workbook activities which are integral to game play are also described. The full paper will present the results from an in-class pilot test of the game with grade 4 and 5 students. Observational data on student interaction, engagement, and technical problems will be gathered, student gameplay strategies analyzed, and interviews and focus groups used to assess student and teacher perspectives on the game.

Citation

Levy, R., Wideman, H., Owston, R. & Orich, A. (2007). Knight Elimar’s Last Joust: A virtual environment game for promoting literacy across the curriculum. In C. Montgomerie & J. Seale (Eds.), Proceedings of ED-MEDIA 2007--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 3632-3637). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved November 17, 2019 from .

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