Bridging the Gap: Video Games as a Gateway to Motivation for Learning
Abstract
Throughout the last couple of years, the gap between pupils’ everyday lives and their
education has become increasingly widened. This study attempts to investigate contemporary
pupils’ motivation in school and how their identity of affiliation has become their primary
identity or role, and how this affects their institutional identity. This thesis will therefore look
at whether or not contemporary youths’ interest and popular media, more specifically video
games, may contribute to enhanced motivation for learning. This is done by analyzing the
video game series Assassin’s Creed (2007-2015) using the Læreplan i kunnskapsløftet 2006
(LK06), primarily the English subject curriculum, as a tool. The method chosen has been a
text analysis, with a qualitative approach. The purpose is to shed a more positive light on
popular media, such as video games, as well as to encourage educators to approach their
pupils with a broader mindset.
Description
Master i skolerettet utdanningsvitenskap