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Motivation genom gamification: Digitala skrivverktyg för yngre elever
Blekinge Institute of Technology, Faculty of Computing, Department of Technology and Aesthetics.
2025 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

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.

Abstract [sv]

Detta kandidatarbete undersöker hur ett digitalt spelifierat skrivverktyg kan påverka elevers motivation och kreativitet i skrivundervisningen. Verktyget låter elever bygga upp en visuell berättelsevärld genom att skriva, samtidigt som de får vägledning av en AI-figur och belönas med poäng, avatarer och visuella förändringar. Studien bygger på en kvalitativ enkätundersökning riktad till verksamma lärare inom grundskolan. Resultaten visar att många lärare uppfattar verktyget som motiverande, särskilt eftersom det eleverna skriver blir synligt och påverkar berättelsen direkt. Spelinslag som avatarer, poängsystem och uppdrag lyftes fram som engagerande. Samtidigt framkom flera förbättringsområden, särskilt gällande tillgänglighet för elever med läs och skrivsvårigheter, behov av talsyntes samt tydligare instruktioner. Flera lärare efterfrågade också fler möjligheter att anpassa uppgifter. Studien visar att Skriväventyr har stor potential som ett kreativt och lustfyllt verktyg i skrivundervisningen, men att fortsatt utveckling krävs för att möta olika elevers behov och stärka lärarens kontroll över innehållet.

Place, publisher, year, edition, pages
2025. , p. 22
Keywords [en]
Writing aids, Gamification, Motivation to learn, Creative writing, Game-based learning
Keywords [sv]
Skrivhjälpmedel, Spelifiering, Motivation till lärande, Kreativt skrivande, Spelbaserat lärande
National Category
Computer Vision and Learning Systems
Identifiers
URN: urn:nbn:se:bth-28376OAI: oai:DiVA.org:bth-28376DiVA, id: diva2:1985289
Subject / course
ME1659 Bachelor Thesis in Media Technology
Educational program
MEGUL Design of Digital Experiences for Learning
Supervisors
Examiners
Available from: 2025-08-25 Created: 2025-07-23 Last updated: 2025-09-30Bibliographically approved

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CiteExportLink to record
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