Surfacing Intuitions Through Visual Novels
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.
KeywordsGame Character East Asian Economy Singaporean Student Dialogic Discussion Epistemic Frame
We are grateful to Nur Afiqah binte Mohd Khalid for providing the artwork for the visual novel.
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