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An Examination of a Gamified E-quiz System in Fostering Students' Reading Habit, Interest and Ability

机译:培养学生阅读习惯,兴趣和能力的娱乐电子测验制度

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Learning how to read is essential to a child's development. However, existing educational literature suggests that children are reluctant to read because of a decrease of reading motivation and a loss of interest in books (Alter, 2014). Gamified learning supported by information and communication technologies has gained popularity in recent years and been viewed by educators as an effective tool to facilitate pre-adolescent learning (Kapp, 2012). In the present study, gamified learning is studied in the local educational context. Through a recently developed gamified reading platform called Reading Battle, this study seeks to test the impacts of the platform on local primary students' reading experience. Adopting a mixed-method approach, the study fulfilled its quantitative objective by inviting 39 students, 23 parents and 7 teachers to complete a 4-point Likert-scale questionnaire. On the other hand, the study's qualitative objective was met by inviting 37 students, 20 parents and 7 teachers to face-to-face interviews. Results show that Reading Battle helps foster active reading habits in student users, improve their academic performance, enhance their reading competence, and boost their reading motivation. These findings in turn shed light on the educational implications of gamified learning: 1. It promotes selfregulated learning; and 2. It has aided both teachers and students to actualise the learning outcomes of their curriculum.
机译:学习如何阅读对孩子的发展至关重要。然而,现有的教育文献表明,由于阅读动机和书籍的兴趣丧失(改变,2014年),孩子们不愿意阅读。近年来,信息和通信技术支持的游戏学习越来越受足,并被教育工作者视为促进青少年学习的有效工具(KAPP,2012)。在本研究中,在当地教育背景下研究了赌博学习。通过最近开发的赌博阅读平台,称为阅读战,该研究旨在测试平台对当地小学生阅读体验的影响。采用混合方法的方法,该研究通过邀请39名学生,23名父母和7名教师完成4分Likert-Scale调查问卷来实现其定量目标。另一方面,通过邀请37名学生,20名父母和7名教师来面对面对面对面的面试来满足研究的定性目标。结果表明,阅读战斗有助于促进学生用户中的积极阅读习惯,提高学业成绩,提高他们的阅读能力,提高他们的阅读动机。这些调查结果依次阐明了赌博学习的教育影响:1。它促进了自我测量的学习; 2.它让教师和学生援助课程的学习成果。

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