The Future of Education

Edition 14

Accepted Abstracts

Implementing Storytelling, Gamification and Implicit Learning into Digital Learning Environments – The Case of Brainix

Bianca Höppner, Catholic University of Eichstätt-Ingolstadt (Germany)

Heiner Boettger, Catholic University of Eichstaett-Ingolstadt (Germany)

Rebecca Pape, Catholic University of Eichstätt-Ingolstadt (Germany)

Lena Zitzelsberger, Catholic University of Eichstätt-Ingolstadt (Germany)

Abstract

Designing digital learning environments that are engaging for learners and based on neuroscientific evidence is an underrepresented and mostly unrecognized art in the field of education. Based on an innovative textbook architecture that is rooted on the three pillars of storytelling, gamification and implicit learning, the digital learning environment Brainix offers one such recently designed artwork. Yet, how does this software implement these three cornerstones? To answer this question, a qualitative research design was chosen to categorize the ways in which these are implemented in eight completed Brainix learning units for 6th grade in Bavarian high schools. Units analyzed include both subjects covered by the software, Math and English. Results reveal key realizations for storytelling in authentic and emotional storylines, for gamification in playful and personalized learning paths and for implicit learning in multisensory and difficulty increasing exercises. In conclusion, this textbook architecture and its concrete realization approaches offer an innovative, promising pathway to designing digital learning environments and possibly lays the groundwork for a new teaching epoch of the 21st century.

Keywords: textbook architecture, digital learning environments, storytelling, gamification, implicit learning

References: Brainix [Computer software]. (2020). Brainix GmbH. https://www.brainix.org

 

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