Co-Designing Visual Novels in Literary Education Classes: Instruments for Measuring Learner Engagement

Authors

  • Cláudia Silva Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF), Department of Education and Psychology (DEP), University of Aveiro (UA), Aveiro, Portugal https://orcid.org/0009-0007-5839-9869
  • Marlene da Rocha Migueis Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF), Department of Education and Psychology (DEP), University of Aveiro (UA), Aveiro, Portugal
  • Filipe T. Moreira Polytechnic Institute, Guarda, Portugal

DOI:

https://doi.org/10.34190/ecgbl.19.2.4044

Keywords:

instruments' validation, educational Visual Novels, co-design, secondary education, literary education

Abstract

Immersive didactic resources have been gaining popularity, with researchers and educators seeking to align their practices with students’ affinity for technology. Digital Game-based Learning (DGBL) has emerged as a promising learning opportunity, occupying a prominent place in the global discussion about the modernisation of education. This stems from the benefits of educational video games, namely their ability to foster learner engagement, an igniter of meaningful learning experiences. Nonetheless, their use and rigorous assessment in Humanities subjects, in interventions where secondary education students co-design didactic material, remain a gap in current investigation. There is also a tendency for research to describe standardised instruments for each subject. As such, this study seeks to describe instruments specifically created to assess students’ level of engagement in co-designing a type of story-driven video games – Visual Novels – in the context of Literary Education. The underlying goal is to present tools that evaluate actions devoted to engaging students in a domain which is often perceived as demotivating. The resulting instruments will be used in a case study aimed at fostering Portuguese secondary education learners’ engagement in Literary Education by having them co-design educational Visual Novels inspired by a Portuguese classic literary work, “Os Maias” by Eça de Queirós. To meet our goals, we subjected two questionnaires (pre- and post-intervention) and a class observation grid to a qualitative analysis. We considered the feedback of a multidisciplinary team of experts and implemented their suggested changes. Afterwards, we conducted a pretest of the first questionnaire with a sample of students, obtaining their feedback and calculating Cronbach’s alpha for measuring reliability. The second questionnaire, identical to the first but centred on the upcoming video game intervention was not pretested. Experts and students’ perspectives suggested a favourable appraisal of the instruments, while contributing to its improvement. Concerning the questionnaire, the Cronbach’s alpha obtained is above 0.7, implying a high level of consistency among items. By making these instruments available, we endeavour to promote more efforts of implementation of rigorously designed activities destined to the co-design of video games in the field of Humanities.

Author Biographies

Cláudia Silva, Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF), Department of Education and Psychology (DEP), University of Aveiro (UA), Aveiro, Portugal

Portuguese and English teacher, Cláudia Silva is enrolled in the Doctoral Programme in Education at the University of Aveiro (UA) as a grant holder funded by the Foundation for Science and Technology (FCT) and a member of the Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF).

Marlene da Rocha Migueis, Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF), Department of Education and Psychology (DEP), University of Aveiro (UA), Aveiro, Portugal

Lecturer in the Department of Education and Psychology at the University of Aveiro, Marlene Migueis holds a Bachelor’s degree and a Master’s degree in Psychology, together with a PhD and post-doctorate in Education. She is a member of CIDTFF (Research Centre on Didactics and Technology in the Education of Trainers).

Filipe T. Moreira, Polytechnic Institute, Guarda, Portugal

Filipe T. Moreira is a lecturer at the Polytechnic Institute of Guarda and the Polytechnic Institute of Porto. He is also a researcher at TECHN&ART – Centre for Technology, Restoration and Art Enhancement (Tomar Polytechnic Institute) and DigiMedia – Digital Media and Interaction Research Centre (University of Aveiro).

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Published

2025-09-26