TY - JOUR
T1 - An examination of a gamified E-quiz system in fostering students' reading habit, interest and ability
AU - Li, Xiuhan
AU - Mok, Sum Wing
AU - Cheng, Yuen Ying Janet
AU - Chu, Samuel Kai Wah
N1 - Publisher Copyright:
Copyright © 2018 by Association for Information Science and Technology
PY - 2018/1
Y1 - 2018/1
N2 - 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,). 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 self-regulated learning; and 2. It has aided both teachers and students to actualise the learning outcomes of their curriculum.
AB - 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,). 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 self-regulated learning; and 2. It has aided both teachers and students to actualise the learning outcomes of their curriculum.
KW - E-QUIZ
KW - GAMIFICATION
KW - GAMIFIED READING
KW - READING COMPREHENSION
UR - http://www.scopus.com/inward/record.url?scp=85064517542&partnerID=8YFLogxK
U2 - 10.1002/pra2.2018.14505501032
DO - 10.1002/pra2.2018.14505501032
M3 - Article
AN - SCOPUS:85064517542
VL - 55
SP - 290
EP - 299
JO - Proceedings of the Association for Information Science and Technology
JF - Proceedings of the Association for Information Science and Technology
IS - 1
ER -