This study presents the process of the transformational
design of a young adult novel into an alternate reality game (ARG) for
educational purposes, creating this way, an affinity space for students. This
project adds value since, despite ARGs' prior use in education, the relevant
literature does not support the notion of a transformational process of this
kind. Design concerns, the primary attributes of ARGs, the standards and
driving forces behind successful ARGs, as well as the project's inherent constraints.
The project was applied to the Greek young adult novel: Leros’ Code by Kostas
Stoforos and the derivative ARG was implemented during the 2018-19 school year
in secondary education students in Rhodes, Greece as part of a postdoctoral
research (ongoing). The project’s goal was to examine how an ARG could be
compatible with the literary curriculum and the teaching mechanics and even
more, how it could promote collaborative learning and literacy practices of the
21st century. This article presents the transformational design as dictated by
the relevant literature and does not include the results of the implementation.
Its implementation in an extra-curricular time-zone, as a supervised and
coordinated by a teacher activity, deprived it at the beginning of a
significant, potential part of the fascination about the unknown and the charm
of participating in a real mystery.
Author(s) Details:
Moula Evangelia,
Hellenic Open University, Greece.
Konstantinos
Malafantis,
National
and Kapodistrian University of Athens, Greece.
Please see the link here: https://stm.bookpi.org/RRAASS-V6/article/view/13725
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