Lastly, MoodleStories could benefit from a larger-
scale quantative evaluation. MoodleStories could be
implemented for a subset of learners in a real-world
online course scenario while another group contin-
ues to operate without it. This experiment would en-
able us to compare the performance of both groups in
various aspects, such as academic achievement, time
spent, and amount of community interactions. Fur-
ther estimating the impact of MoodleStories on learn-
ing outcomes, student engagement, and learning mo-
tivation is an important step toward its broader appli-
cability and adoption in real-world scenarios. These
evaluations are to come in future work.
6 CONCLUSION
As online courses continue to grow in relevance and
interest, so does the demand for solutions that mit-
igate or improve certain aspects of online learning.
The research on SRL-based implementations contem-
plates a wide scope of learning’s cognitive, behav-
ioral, motivational, and emotional aspects. We use
interactive storytelling to develop MoodleStories, an
integrated tool for creating and viewing interactive,
nonlinear stories in Moodle. Our approach using ac-
tivity tracking data provided by the VLE brings the
question of learner engagement to the forefront and
presents opportunities to expand the design scope in
incorporating narratives in online courses. Through
the validation process, we could verify how learn-
ers reacted and interacted with the story in an online
course environment. This process helped reveal im-
portant details regarding how activities that configure
story progression are perceived differently, and brings
up questions such as how emotional involvement with
the stories can impact engagement with coursework.
These factors hint at how differences in narrative de-
sign can influence underlying aspects of the learning
process and highlight possible pathways in future re-
search on creating and integrating interactive narra-
tives in courses using MoodleStories.
REFERENCES
Bechkoff, J. (2019). Gamification using a choose-your-
own-adventure type platform to augment learning and
facilitate student engagement in marketing educa-
tion. Journal for Advancement of Marketing Educa-
tion (JAME), 27(1).
Benmayor, R. (2008). Digital storytelling as a signature
pedagogy for the new humanities. Arts and Humani-
ties in Higher Education, 7(2):188–204.
Boyce, C. and Neale, P. (2006). Conducting in-depth in-
terviews: A guide for designing and conducting in-
depth interviews for evaluation input. Pathfinder In-
ternational, Boston.
Chothia, T., Holdcroft, S., Radu, A.-I., and Thomas, R. J.
(2017). Jail, hero or drug lord? turning a cyber secu-
rity course into an 11 week choose your own adven-
ture story. In 2017 USENIX Workshop on Advances
in Security Education (ASE 17), Vancouver. USENIX
Association.
Dincelli, E. and Chengalur-Smith, S. (2019). Choose your
own hacking adventure: Contextualized storytelling to
enhance security education and training. In Proceed-
ings of the 15th Symposium on Usable Privacy and
Security (SOUPS).
Hand, S. and Varan, D. (2008). Interactive narratives: Ex-
ploring the links between empathy, interactivity and
structure. In Tscheligi, M., Obrist, M., and Lugmayr,
A., editors, Changing Television Environments, pages
11–19, Berlin. Springer Science and Business Media
LLC.
Hew, K. F. and Cheung, W. S. (2014). Students’ and instruc-
tors’ use of massive open online courses (MOOCs):
Motivations and challenges. Educational Research
Review, 12:45–58.
Korber, I. and Shepherd, J. (2019). Teaching the informa-
tion literacy framework. Reference Services Review,
47(4):461–475.
Lajoie, S. P. and Azevedo, R. (2006). Teaching and learn-
ing in technology-rich environments. In Handbook of
Educational Psychology, chapter 35. Routledge, Ox-
fordshire.
McCloud, S. (2006). Making comics: storytelling secrets
of comics, manga and graphic novels. Harper, New
York, 1st ed edition. OCLC: ocm71338724.
Morales, M., Amado-Salvatierra, H. R., Hern
´
andez, R.,
Pirker, J., and G
¨
utl, C. (2016). A practical experi-
ence on the use of gamification in MOOC courses as a
strategy to increase motivation. In Uden, L., Liberona,
D., and Feldmann, B., editors, Learning Technology
for Education in Cloud – The Changing Face of Edu-
cation, pages 139–149, Cham. Springer International
Publishing.
Onah, D. F., Sinclair, J., and Boyatt, R. (2014). Dropout
rates of massive open online courses: behavioural pat-
terns. EDULEARN14 proceedings, 1:5825–5834.
Qu, H. and Chen, Q. (2015). Visual analytics for MOOC
data. IEEE Computer Graphics and Applications,
35(6):69–75.
Thirouard, M., Cahagne, C., Bernaert, O., and Jehl, D.
(2019). Storytelling and innovative digital techniques
which increase motivation levels of MOOC partici-
pants. In Lecture Notes in Computer Science, pages
178–188. Springer International Publishing.
Zimmerman, B. J. (2008). Goal setting: A key proac-
tive source of academic self-regulation., pages 267–
295. Motivation and self-regulated learning: Theory,
research, and applications. Lawrence Erlbaum Asso-
ciates Publishers, Mahwah.
CSEDU 2023 - 15th International Conference on Computer Supported Education
208