{"id":{"repo_id":"uiuc","oai_identifier":"oai:www.ideals.illinois.edu:2142/110724"},"canonical_url":"https://search.dev.ndltd.org/etd/uiuc/oai:www.ideals.illinois.edu:2142/110724","repository":{"repo_id":"uiuc","name":"University of Illinois - Urbana-Champaign","base_url":"https://www.ideals.illinois.edu/oai-pmh"},"display":{"title":"Visual novels: video game-style storytelling as a multimodal medium for language learning and instruction","abstract":"\"While media from comics to videos, and even video games have been increasingly adapted for the foreign language classroom, the use of \"\"visual novels\"\", a genre of video games and style of storytelling, has generally been overlooked despite being popularized in Japan beginning in the early 1990s. Visual novels are a form of multimodal media that incorporate text, visuals, and sound, and the present thesis will strive to demonstrate its potential for the language classroom, particularly in the context of Japanese as a foreign language. This thesis will do so by presenting an overview of visual novels' simple structure, attesting to its relative ease of creation compared to other types of video games, showcasing various studies that suggest multimodal media have benefits for language learning, proposing accessible creation tools and materials such as Microsoft PowerPoint, as well as suggesting ways visual novels can be adapted for the classroom in reading, listening, writing, and speaking.\"","abstract_html":"&quot;While media from comics to videos, and even video games have been increasingly adapted for the foreign language classroom, the use of &quot;&quot;visual novels&quot;&quot;, a genre of video games and style of storytelling, has generally been overlooked despite being popularized in Japan beginning in the early 1990s. Visual novels are a form of multimodal media that incorporate text, visuals, and sound, and the present thesis will strive to demonstrate its potential for the language classroom, particularly in the context of Japanese as a foreign language. This thesis will do so by presenting an overview of visual novels&#x27; simple structure, attesting to its relative ease of creation compared to other types of video games, showcasing various studies that suggest multimodal media have benefits for language learning, proposing accessible creation tools and materials such as Microsoft PowerPoint, as well as suggesting ways visual novels can be adapted for the classroom in reading, listening, writing, and speaking.&quot;","abstract_has_math":false,"creators":["Chan, Anthony"],"institution":"University of Illinois at Urbana-Champaign","degree_name":"M.A.","degree_level":"Thesis","degree_discipline":"East Asian Studies","degree_department":null,"school":null,"contributors":["Sadler, Misumi"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2021,"date_issued":"2021-09-17T02:34:43Z","date_published":"2021-09-17T02:34:43Z","updated_at":"2026-07-22T22:24:52Z","subjects":["Japanese pedagogy","Japanese as a foreign language","multimodality","foreign language teaching","visual novels","audiovisual media","video games","technology"],"languages":["en"],"rights":["Copyright 2021 Anthony Chan"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/2142/110724","outbound_label":"Handle","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Sadler, Misumi"]},{"key":"dc:creator","label":"Author","values":["Chan, Anthony"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2021-09-17T02:34:43Z","2023-09-17T02:34:57Z","2021-04-28","2021-05"]},{"key":"dc:type","label":"Dc Type","values":["text","Thesis"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["East Asian Studies"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.A."]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Illinois at Urbana-Champaign"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Japanese pedagogy","Japanese as a foreign language","multimodality","foreign language teaching","visual novels","audiovisual media","video games","technology"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["Copyright 2021 Anthony Chan"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["http://hdl.handle.net/2142/110724"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["\"While media from comics to videos, and even video games have been increasingly adapted for the foreign language classroom, the use of \"\"visual novels\"\", a genre of video games and style of storytelling, has generally been overlooked despite being popularized in Japan beginning in the early 1990s. Visual novels are a form of multimodal media that incorporate text, visuals, and sound, and the present thesis will strive to demonstrate its potential for the language classroom, particularly in the context of Japanese as a foreign language. This thesis will do so by presenting an overview of visual novels' simple structure, attesting to its relative ease of creation compared to other types of video games, showcasing various studies that suggest multimodal media have benefits for language learning, proposing accessible creation tools and materials such as Microsoft PowerPoint, as well as suggesting ways visual novels can be adapted for the classroom in reading, listening, writing, and speaking.\"","Submission published under a 24 month embargo labeled 'U of I Access', the embargo will last until 2023-05-01","The student, Anthony Chan, accepted the attached license on 2021-04-22 at 14:48.","The student, Anthony Chan, submitted this Thesis for approval on 2021-04-22 at 14:52.","This Thesis was approved for publication on 2021-04-28 at 14:34.","DSpace SAF Submission Ingestion Package generated from Vireo submission #16489 on 2021-09-16 at 17:04:32","Made available in DSpace on 2021-09-17T02:34:43Z (GMT). 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This thesis will do so by presenting an overview of visual novels' simple structure, attesting to its relative ease of creation compared to other types of video games, showcasing various studies that suggest multimodal media have benefits for language learning, proposing accessible creation tools and materials such as Microsoft PowerPoint, as well as suggesting ways visual novels can be adapted for the classroom in reading, listening, writing, and speaking.\"","Submission published under a 24 month embargo labeled 'U of I Access', the embargo will last until 2023-05-01","The student, Anthony Chan, accepted the attached license on 2021-04-22 at 14:48.","The student, Anthony Chan, submitted this Thesis for approval on 2021-04-22 at 14:52.","This Thesis was approved for publication on 2021-04-28 at 14:34.","DSpace SAF Submission Ingestion Package generated from Vireo submission #16489 on 2021-09-16 at 17:04:32","Made available in DSpace on 2021-09-17T02:34:43Z (GMT). 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