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How interactive storytelling in a digital role-playing game can improve the learnability of Japanese Kanji
University of Skövde, School of Informatics.
2018 (English)Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

This work explores the possibility of Interactive Storytelling being able to mediate meanings of Chinese Characters used in the Japanese language, or kanji, and successful learning foundations of kanji. A great inspiration for this work was Dr. James Heisig and his series of books “Remembering the Kanji”. The advanced learning principles he proposed were used as a foundation to create an interactive storytelling experience prototype to test if students were able to pick up on said learning strategies and also meanings of kanji. Furthermore, to ensure didactical correctness of the software teachers of Japanese and Japanese studies were asked as well to participate in the test phase with the request for didactic feedback. The obtained results showed that learnability was improved, speaking for the future prospects of this project.

Place, publisher, year, edition, pages
2018. , p. 47
Keywords [en]
Kanji, Interactive Storytelling, Learning, Game
National Category
Learning
Identifiers
URN: urn:nbn:se:his:diva-15746OAI: oai:DiVA.org:his-15746DiVA, id: diva2:1221722
Subject / course
Media, Aesthetics and Narration
Educational program
Digital Narration: Game and Cultural Heritage - Master's Programme
Supervisors
Examiners
Available from: 2018-08-02 Created: 2018-06-20 Last updated: 2018-08-02Bibliographically approved

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Master Thesis Windhaber(16760 kB)786 downloads
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Type fulltextMimetype application/pdf

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CiteExportLink to record
Permanent link

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Citation style
  • apa
  • apa-cv
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf