Her Story or their own stories? Digital game-based learning, student creativity, and creative writing
Abstract
This qualitative study investigates a media transfer project in which a digital game was used to promote student creativity in an English as a foreign language (EFL) class. The paper first addresses the potential of opportunities for stimulating student creativity and motivation. Creativity has been highlighted as a core competency and has garnered considerable interest in many fields in recent years; however, creativity and creative writing are rarely cultivated in EFL writing classrooms. This study uses a digital game and designs a creative writing project to provide an authentic learning opportunity through which students were able to develop their creativity, use the target language in a meaningful way, and enjoy learning. A murder mystery game,Her Story, was selected because it provides a springboard for creative writing due to its fragmented and ambiguous narrative. Based on the game plot, 25 Korean university students reimagined the narrative in creative writing projects of their own. The study analyzes the students’ writing according to three constructs in Torrance’s model of creativity: originality, flexibility, and elaboration. The results demonstrate how the students’ writing exhibits considerable creativity in all three constructs. Student reflection papers and surveys indicate that participating in the project enhanced the students’ motivation for and engagement in learning.
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Дурдас, А., Борщовецька, В. Д., Furmanchuk, N., Babych, M., & Samar, O. (2025) · Continuing Professional Education Theory and Practice · doi:10.28925/1609-8595.2025.1.5 · Cited by 1 · see citing works
Interactive fiction and narrative games in instructed second language learning
Frederik Cornillie, B., & der Veken, J. V. (2025) · Language learning and language teaching · doi:10.1075/lllt.63.13cor · Cited by 1 · see citing works
An Advanced Fairy‐Tale Course: Text Selection, Assignments, and Student Feedback
Schenker, T. (2021) · Die Unterrichtspraxis/Teaching German · doi:10.1111/tger.12154 · Cited by 1 · see citing works
Güner Özer, M., & Belet Boyacı, Ş. D. (2025) · Education and Information Technologies · doi:10.1007/s10639-025-13677-4 · Cited by 1 · see citing works
Akbulut, S., Şimşek, B., Direkci, B., Koparan, B., Gülmez, M., Şimşek, E. E., & Kayır, G. (2026) · Frontiers in Psychology · doi:10.3389/fpsyg.2026.1798613
“From this perspective, digital games foster participation and interaction in the learning process (Lee, 2019) and demonstrate potential for supporting the development of language skills and vocabulary (Jia et al., 2024; Kazu and Kuvvetli, 2023).”
Digital Game-Based Learning to Teach Mathematics Within CLIL
García-Molina, M., & Palacios-Hidalgo, F. J. (2022) · Advances in game-based learning book series · doi:10.4018/978-1-7998-9660-9.ch006
The Controlled Productive Vocabulary of Unimodal EFL Learners
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Promoting System for Students' Creativity Based on Optimization Algorithm
Yang, J., & Fan, M. (2022) · International Symposium on Advances in Informatics, Electronics and Education (ISAIEE) · doi:10.1109/isaiee57420.2022.00128
Bravo, M. I., & García-Arroyo, A. (2023) · Perfiles Educativos · doi:10.22201/iisue.24486167e.2023.180
Fanfiction en la clase de inglés como LE
Bravo, M. I., & García-Arroyo, A. (2023) · Perfiles Educativos · doi:10.22201/iisue.24486167e.2023.180.60957
Technology in the English Language Teaching (ELT): The Impact of Digital Game-based Learning
Razali, N. H., Ahmad, N. A., Mazlan, N. A., & Rahman, S. F. A. (2023) · International Journal of Academic Research in Business and Social Sciences · doi:10.6007/ijarbss/v13-i7/17344
Digital Storytelling in an EFL Telecollaborative Project
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Model Game-Oriented Problem Exploration (GOPE) dalam Pembelajaran Bahasa: Analisis Kebutuhan Siswa
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Bridging Motivation: Improving L2 writing motivation via review-based bridging activities
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Theoretical Foundations of Creative Writing Skills
Mata, L., & Gavriluț, M.-L. (2025) · Springer eBooks · doi:10.1007/978-981-96-7074-1_3
Pedagogical Approaches to Digital Game-Based Language Learning and Teaching
Bain, L., & Reinhardt, J. S. (2025) · Springer eBooks · doi:10.1007/978-3-031-51447-0_349-1
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Sharaf, H. S., & Mohammadzadeh, B. (2025) · Journal of Asian and African Studies · doi:10.1177/00219096251387243
Fractured Fairy Tales: Concepts and Applications
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Foreign language creative writing approach: a literature review
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Hernández, A. I. (2026) · Didáctica Lengua y Literatura · doi:10.5209/dill.102757
From Spectator to Storyteller: FMV Interactive Narratives in Media Production Classrooms
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- Authors
- Lee, S.-M.
- Affiliations
- Kyung Hee University (KR)
- Corresponding author
- Lee, Sangmin-Michelle
- Venue
- ReCALL
- Publisher
- Cambridge University Press (CUP)
- Published
- 2019-06-19
- Volume
- 31
- Issue
- 3
- Pages
- 238-254
- ISSN
- 0958-3440 (ISSN-L)
- 1474-0109
- OpenAlex
- W2949335955
- Semantic Scholar
- 24f7fc8608f8cfd60ff1224895aa9c2270865c16
- Cited by
- 89
- References
- 73
- Citations by year
- 2026: 12 · 2025: 20 · 2024: 17 · 2023: 15 · 2022: 15 · 2021: 10
- FWCI
- 11.35
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- ReCALL (publishedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Arts and Humanities › Language and Linguistics › EFL/ESL Teaching and Learning
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Creativity in Education and Neuroscience
- Keywords
- game-based learning, video games, student creativity, creative writing, EFL writing, Her Story, murder mystery games, originality, flexibility, elaboration, student motivation, student engagement, narrative rewriting, Korean university students
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