Heyward (2010) examines the idea that it is not only cognitive engagement that impacts how well students learn and understand new concepts, but that emotional engagement can also play a big role. Psychologists and neuroscientists have shown that when strong emotions are connected to an event, memory of the event is improved, and the author points to research that has linked drama as an effective mechanism to create emotional engagement and provided evidence showing that in adult and higher education, “role-play as a learning activity . . . improved learner understanding and engagement” (197). And while there is ample evidence, as discussed in this project, showing the benefit to students’ learning when they feel they are in a supportive community in the class, absence of conflict is not a requirement to make this happen. In fact, conflict engages our emotions directly and leads to more memorable experiences, with studies of students interacting in groups showing “the cognitive conflict that occurs between peers when they approach an issue from different perspectives is highly conducive to cognitive development” (198). While dramatic readings can help students connect more with the characters and their emotions and have been shown to help with literacy, Hayward points out, reading from a script can create a somewhat superficial emotional reaction, whereas dramatic role-playing can create more of an “immediate, real, and emotional” reaction, which benefits learning. However, role-play itself is not a guarantee of emotional engagement, so the author puts forth a framework and strategies they have used successfully to engage students emotionally with dramatic roleplay. First in the process is dividing students into three to five roles that all have perspectives on a controversial issue relevant to the course and providing students with background information and sources that inform those positions (the teacher, as well, should take on a role to enhance students’ belief in the dramatic world being created); followed by a period of “warm-up” informal role-playing; then followed by structured roleplay, which the teacher can begin with something like an “announcement from a state official regarding a proposed policy related to the central issue of concern," followed by submissions on the policy from each group; and finally, instructor-led reflection on the role-play, which includes students being able to see the source materials the other group used to support their perspectives. Using this process, the author found that “participants perceived that the emotional nature of the role-play assisted in the retention of key course concepts . . .” (201).
Noting how, while there is ample evidence to support the idea that narrative structure plays a central role in human cognition, research on narrative use as a pedagogical tool is limited, Dickey set out to investigate the impact of narrative design in a gamified learning environment on intrinsic motivation, curiosity, plausibility (“the interplay between the narrative storyline and the affordances of a game environment,” or what decisions the user understands as being available to them based upon the perceived boundaries of the gamified environment), and “transference of game-based experiences into pre-writing activities” (464). In the case study, 20 college writing students played a 3D, interactive, adventure-style murder mystery game that had a loose narrative and where students encountered clues to collect as evidence for their argumentations and made decisions on how to advance through the game. There was no single linear path through the game, and the goal was not to ‘win the game’, but rather, to construct a cohesive argument supported by direct evidence the students encountered. Dickey points out that while most uses of narrative in education involve timelines, “digital gaming environments illustrate how space and architecture can be used as compelling infrastructures for narrative, based on spatial relationships, rather than timelines,” and calls digital gaming environments “narrative spaces” (457). In the analysis of data collected through observation of student interactions, chat logs, observations of student activity in the computer lab, questionnaires, and informal interviews, the author found participants mostly seemed to be intrinsically motivated by the idea of participating in a “game” and noted that students were all familiar with the adventure-style genre of the game and “immediately looked for patterns to match their schema for how [the game] should work” (463). Students’ existing understanding of gamified environments, common game mechanics, and the role that narrative and character play in navigating a narrative-based environment can help students make connections with new knowledge they encounter in the narrative-based game. However, in designing these environments, attention should be paid to present all necessary information to students who may not be familiar with game-based mechanics to create a level starting point and mitigate any chances of negative impact on self-esteem and motivation if those with existing gaming experiences are perceived by those without as mastering activities much more quickly. Another method to mitigate this potential issue is to poll students to see who does have more experience with gaming, and then to disperse these students across all the groups. The authors also found that curiosity was invoked by the students, but with some it was due to the loose narrative and for others it was due to the physical environment of the game. Students used the loose narrative they encountered to develop their own narratives (theories) about who killed whom, how, and why, and students also came up with multiple scenarios, often with opposing scenarios argued with the same evidence, providing insight into “how small elements of narrative (evidence) evoked students’ existing narrative schemas” (467). These findings suggest that (1) structure of narrative can be used to increase students’ curiosity and therefore motivation, and (2) by carefully choosing what information to leave out of a narrative (for the students to fill in), an instructor can reinforce target concepts and invoke the students’ narrative schema to enhance memory of those concepts.