Bridging the Gap: Video Games as a Gateway to Motivation for Learning


Publication date



Oslo and Akershus University College of Applied Sciences

Document type


Master i skolerettet utdanningsvitenskap


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.




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