Effects of playing the video game Her Story on multiple dimensions of creativity in EFL writing – An international replication study

IF 4.6 1区 文学 Q1 EDUCATION & EDUCATIONAL RESEARCH Recall Pub Date : 2023-03-20 DOI:10.1017/S095834402300006X
Cristina A. Huertas-Abril, B. Muszyńska
{"title":"Effects of playing the video game Her Story on multiple dimensions of creativity in EFL writing – An international replication study","authors":"Cristina A. Huertas-Abril, B. Muszyńska","doi":"10.1017/S095834402300006X","DOIUrl":null,"url":null,"abstract":"Abstract This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, Her Story, and produce a piece of creative writing, which was a replication with a new data collection of the original study by Lee (2019). The reason for using this digital game was to provide an authentic learning opportunity for students and analyze whether digital game-based learning facilitates creativity in EFL writing. This replication, involving 25 university students from Poland and 25 university students from Spain, is a media transfer study based on the students transforming one media format (video game) into another (writing). The results demonstrate that the use of a video game with an ambiguous storyline prompts discovery (specific curiosity) and could be the determining factor for producing original, quality ideas in writing even when holding a negative view of one’s creativity. The findings also indicate that the choice of genre and a viewpoint in writing may influence the level of elaboration in the texts produced by students.","PeriodicalId":47046,"journal":{"name":"Recall","volume":"35 1","pages":"193 - 210"},"PeriodicalIF":4.6000,"publicationDate":"2023-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Recall","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1017/S095834402300006X","RegionNum":1,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

Abstract This international replication study demonstrates how playing a video game is related to multiple dimensions of creativity in foreign language writing. In this research project, university students were asked to interact with a commercial murder mystery video game, Her Story, and produce a piece of creative writing, which was a replication with a new data collection of the original study by Lee (2019). The reason for using this digital game was to provide an authentic learning opportunity for students and analyze whether digital game-based learning facilitates creativity in EFL writing. This replication, involving 25 university students from Poland and 25 university students from Spain, is a media transfer study based on the students transforming one media format (video game) into another (writing). The results demonstrate that the use of a video game with an ambiguous storyline prompts discovery (specific curiosity) and could be the determining factor for producing original, quality ideas in writing even when holding a negative view of one’s creativity. The findings also indicate that the choice of genre and a viewpoint in writing may influence the level of elaboration in the texts produced by students.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
玩电子游戏《她的故事》对英语写作创造力多维度的影响——一项国际复制研究
这项国际复制研究展示了玩电子游戏与外语写作创造力的多个维度之间的关系。在这个研究项目中,大学生被要求与商业谋杀悬疑电子游戏“她的故事”进行互动,并创作一篇创意写作,这是对Lee(2019)原始研究的新数据收集的复制。使用这个数字游戏的原因是为学生提供一个真实的学习机会,并分析基于数字游戏的学习是否有助于EFL写作的创造力。这项复制研究涉及25名来自波兰的大学生和25名来自西班牙的大学生,是一项基于学生将一种媒体格式(电子游戏)转换为另一种媒体格式(写作)的媒体迁移研究。结果表明,使用带有模糊故事情节的电子游戏可以促进发现(特定的好奇心),即使在对自己的创造力持负面看法的情况下,也可能成为写出原创、高质量想法的决定性因素。研究结果还表明,写作体裁和观点的选择可能会影响学生所写文章的阐述水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
Recall
Recall Multiple-
CiteScore
8.50
自引率
4.40%
发文量
17
期刊最新文献
Forty-two years of computer-assisted language learning research: A scientometric study of hotspot research and trending issues Different interlocutors, different EFL interactional strategies: A case study of intercultural telecollaborative projects in secondary classrooms Examining the relationships among motivation, informal digital learning of English, and foreign language enjoyment: An explanatory mixed-method study ReCALL editorial September 2023 issue Sampling and randomisation in experimental and quasi-experimental CALL studies: Issues and recommendations for design, reporting, review, and interpretation
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1