Gamified E-Reading Experiences and Their Impact on Reading Comprehension and Attitude in EFL Classes

Author:

Kaban Aysegul Liman1ORCID

Affiliation:

1. Bahcesehir University, Turkey

Abstract

The use of computers and electronic devices for recreational reading and for reading in educational settings has gone up significantly in recent years. Whereas the digital revolution is rapidly changing the world, it is also changing education. This study examined the perceptions of secondary school EFL learners in Turkey of their e-reading experiences based on their gamified electronic reading practices in school and their influence on reading comprehension performance in an EFL class. The findings revealed that the implementation of e-book reading resulted in higher comprehension levels and more positive reading attitudes. Participant students showed a preference for printed books rather than electronic books for leisure due to the sense of ownership that the printed text storybooks offered. However, the results indicate that EFL learners' use of screen reading has the potential to improve students' attitudes towards reading in educational settings.

Publisher

IGI Global

Subject

Education,General Computer Science

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1. Instructional Design Process of a Gamified EFL Learning to Improve Autonomy;Advances in Educational Technologies and Instructional Design;2024-08-09

2. An Investigation of a Customizable Entertaining Animated E-Book: A Gender Difference Perspective;International Journal of Human–Computer Interaction;2024-06-18

3. Understanding the adoption and usage of gamified web tools by K-12 teachers in Turkey: A structural equation model;Education and Information Technologies;2024-06-13

4. Digital reading comprehension instruction in English for children with English as an additional language: A systematic review;Journal of Research in Reading;2024-03-10

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