Motivation genom gamification : Digitala skrivverktyg för yngre elever

This bachelor’s thesis explores how a digital gamified writing tool can influence students’ motivation and creativity in writing education. The tool, Skriväventyr, allows students to build a visual story world through writing, while receiving guidance from an AI character and being rewarded with points, avatars, and visual changes. The study is based on a qualitative survey conducted with primary school teachers. The results show that many teachers perceive the tool as motivating, especially because what students write becomes visible and directly affects the narrative. Game elements such as avatars, point systems, and missions were highlighted as engaging. At the same time, several areas for improvement were identified, particularly regarding accessibility for students with reading and writing difficulties, the need for text-to-speech functions, and clearer instructions. Several teachers also requested more options for customizing assignments. The study concludes that Skriväventyr has great potential as a creative and enjoyable tool for writing instruction, but further development is needed to meet diverse student needs and strengthen teacher control over the content.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Geochemistry and Geologic Mapping
Type
article
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article

Motivation genom gamification : Digitala skrivverktyg för yngre elever

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Geochemistry and Geologic Mapping
article

Motivation genom gamification : Digitala skrivverktyg för yngre elever

article en

Abstract

This bachelor’s thesis explores how a digital gamified writing tool can influence students’ motivation and creativity in writing education. The tool, Skriväventyr, allows students to build a visual story world through writing, while receiving guidance from an AI character and being rewarded with points, avatars, and visual changes. The study is based on a qualitative survey conducted with primary school teachers. The results show that many teachers perceive the tool as motivating, especially because what students write becomes visible and directly affects the narrative. Game elements such as avatars, point systems, and missions were highlighted as engaging. At the same time, several areas for improvement were identified, particularly regarding accessibility for students with reading and writing difficulties, the need for text-to-speech functions, and clearer instructions. Several teachers also requested more options for customizing assignments. The study concludes that Skriväventyr has great potential as a creative and enjoyable tool for writing instruction, but further development is needed to meet diverse student needs and strengthen teacher control over the content.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Quality Education
Openalex Percentile: Top 64%
Geochemistry and Geologic Mapping
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