Meaningful, gamified training of reading fluency

Author:

Massler Ute,Müller Wolfgang,Iurgel Ido,Haake Susanne,Gantikow Alexander,Hadzilacos Thanasis

Abstract

Improving learners' reading is of importance. The digital world is centred on the written word, and today's labour market requires high literacy levels. Furthermore, the development of school and foreign language skills among learners, especially those of weaker learners, is crucial as the effects of globalisation allow for increased work mobility and the necessity for lifelong learning. GameLet provides effective training scenarios for reading fluency, a prerequisite for reading comprehension, in schools with gamified, self-guided, personalised, media-based individual and collaborative learning, thereby allowing educators to intensify and extend learning activities to out-of-school settings. At the core of GameLet lies the production of a podcast by the learners that encourages them to read repeatedly, hence improving their reading fluency, and to successfully record their role in a digitalRecording Studio. Increasing reading fluency is targeted by means of media-supported individual and cooperative learning phases with various training methods. Furthermore, GameLet implements meaningful digital media-based Gamification mechanisms for the purpose of increasing student motivation. The software is web-based and was developed with a focus on user-centred design and an agile and design-based approach. Prototype development followed an iterative and participative process, in which students and teachers of three participating partner countries interacted with the developed materials. Artefacts were tested in both face-to-face and online settings. GameLet exemplifies the successful application of Gamification for improving and extending classical learning scenarios at school as well as the design of effective learning technologies that are meaningful, gamified, effective and usable.

Publisher

Frontiers Media SA

Subject

Computer Science Applications,Computer Vision and Pattern Recognition,Human-Computer Interaction,Computer Science (miscellaneous)

Reference64 articles.

1. Design-based research: a decade of progress in education research?;Anderson;Educ. Res.,2012

2. Gamification in the classroom: old wine in new badges,;Becker,2016

3. Perceptions of students for gamification approach: kahoot as a case study;Bicen;Int. J. Emerg. Technol. Learn.,2018

4. Predicting individual differences in learning to read,;Bowey,2005

5. Stabile Ergebnisse bei zunehmenden Herausforderungen – Lesen muss gestärkt werden2017

Cited by 4 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Using podcast as didactic activity in classroom: a literature review;2024 IEEE International Conference on Advanced Learning Technologies (ICALT);2024-07-01

2. Can Artificial Intelligence Identify Reading Fluency and Level? Comparison of Human and Machine Performance;Reading & Writing Quarterly;2024-04-30

3. Digital Reading Fluency Training for Primary School Students—Concept and First Results;Proceedings of Eighth International Congress on Information and Communication Technology;2023-09-15

4. Readers Theater in Desktop VR: A Pilot Study with Grade Nine Students;Virtual Worlds;2023-09-08

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3