One key to understanding literature in literature classes and beyond is to investigate the author’s writing style, which is often rather unexciting for many pupils when taught with classic teaching methods. Consequently, the educational game “Kafka or Not?”, which is currently under development, is proposed, a game that enriches literary education through competitive and collaborative gameplay on a multi-touch tabletop. In this turn-based game, both players impersonate authors such as Franz Kafka and use paragraphs written by these authors as identifiers to navigate interconnected rooms, much like literary fingerprints. The game leverages the ability of AI to analyze writing styles and generate altered paragraphs that differ in stylistic characteristics. “Kafka or Not?” revolves around analyzing given paragraphs and comparing them to each other and an original prequel, “betting” on which of the paragraphs is the “real” identifier to navigate through the rooms. In each turn, the roles are swapped, i.e. one player is the impersonator in one turn and in the next turn they are the guard, challenging the other impersonator and themselves. The game’s educational content, developed in collaboration with German didactics experts and the German Literature Archive, will provide the basis for a research program on how to use game-based approaches to foster motivation, curiosity and learning outcomes in literature classes.

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Kafka or Not? Concept for an AI-Supported Multi-touch Tabletop Game for Literature Classes

  • Jessica Kathmann,
  • Peter Gerjets,
  • Birgit Brucker

摘要

One key to understanding literature in literature classes and beyond is to investigate the author’s writing style, which is often rather unexciting for many pupils when taught with classic teaching methods. Consequently, the educational game “Kafka or Not?”, which is currently under development, is proposed, a game that enriches literary education through competitive and collaborative gameplay on a multi-touch tabletop. In this turn-based game, both players impersonate authors such as Franz Kafka and use paragraphs written by these authors as identifiers to navigate interconnected rooms, much like literary fingerprints. The game leverages the ability of AI to analyze writing styles and generate altered paragraphs that differ in stylistic characteristics. “Kafka or Not?” revolves around analyzing given paragraphs and comparing them to each other and an original prequel, “betting” on which of the paragraphs is the “real” identifier to navigate through the rooms. In each turn, the roles are swapped, i.e. one player is the impersonator in one turn and in the next turn they are the guard, challenging the other impersonator and themselves. The game’s educational content, developed in collaboration with German didactics experts and the German Literature Archive, will provide the basis for a research program on how to use game-based approaches to foster motivation, curiosity and learning outcomes in literature classes.