Abstract
Currently in Singapore, there are an increasing number of ways ICT can be utilised in teaching. This research seeks to examine the viability of a visual novel as a medium for learning and its application in the education syllabus in Singapore. Such a concept is relatively new as not much research has been done to test the practicality of using a visual novel as an education medium. This study made use of a visual novel which revolves around decision making and educational paths, as well as a post-play dialogic discussion with the players of the visual novel.
This study has revealed that the visual novel coupled with a post-play discussion is similar to an e-workbook, which encourages a more active – rather than passive – learning style. With further development, the visual novel concept has the potential to be very versatile as it can be applied to a wide range of different topics and may be suited for audiences of various age groups.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Brown, J., & Duguid, P. (2000). The social life of information. Boston: Harvard Business Press.
Gee, J. P. (2007). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
Hung, D. W. L., & Chen, D. T. (2008). Learning within the worlds of reifications, selves, and phenomena: Expanding on the thinking of Vygotsky and Popper. Learning Inquiry, 2, 73–94.
Lim, C. P. (2006). The science & art of integrating ICT in Singapore schools. Singapore: iT21.
Lim, K. Y. T. (2009). The six learnings of second life: A framework for designing curricular interventions in-world. Journal of Virtual Worlds Research, 2(1), 3–11.
Shaffer, D. W. (2008). How computer games help children learn. Palgrave Macmillan.
Squire, K. (2011). Video games and learning: Teaching and participatory culture in the digital age (Technology, Education–Connections (the TEC series)). New York: Teachers College Press.
Wang, Q. (2008). A generic model for guiding the integration of ICT into teaching and learning. Innovations in Education and Teaching International, 45(4), 411–419.
Acknowledgements
We are grateful to Nur Afiqah binte Mohd Khalid for providing the artwork for the visual novel.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Appendix: Examples of Questions to Facilitate Dialogic Discussion
Appendix: Examples of Questions to Facilitate Dialogic Discussion
-
Do you think Dan would be successful in the future after his school life? Why?
-
If you were Dan, what would be the first thing to do after JC/polytechnic?
-
What are your thoughts about the visual novel you have just experienced?
-
What do you think its objectives are/were?
-
To what extent do you think the visual novel succeeded in its objectives? How/How not?
-
In your preceding response, you made reference to “....”. Could you elaborate on what you meant by that? In what way do you think “…” is critical to helping one understand [imputed objectives]?
-
Since you see “…” as critical to [imputed objective], how would you go about building it into a similar game narrative?
-
What might some of the reasons be behind your design decisions in your hypothetical attempt to help others approach the issue of [imputed objective] in the way you have just recommended?
Rights and permissions
Copyright information
© 2015 Springer Science+Business Media Singapore
About this chapter
Cite this chapter
Lee, R., Chia, G. (2015). Surfacing Intuitions Through Visual Novels. In: Lim, K. (eds) Disciplinary Intuitions and the Design of Learning Environments. Springer, Singapore. https://doi.org/10.1007/978-981-287-182-4_11
Download citation
DOI: https://doi.org/10.1007/978-981-287-182-4_11
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-287-181-7
Online ISBN: 978-981-287-182-4
eBook Packages: Humanities, Social Sciences and LawEducation (R0)