Designing a gamified reading app with pupils in elementary school

Bassant El Naggar, Kay Berkling
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引用次数: 2

Abstract

Playing games on mobile devices has become an integral part of younger generations’ lives. Mobile games foster, among other things, deep concentration. This paper reports on design guidelines derived from observations of six elementary school pupils’ engagement over a six-week period during an after-school reading club program. Each meeting consisted of three activities as well as reading text on the Microsoft immersive reader on an iPad, and playing a competitive reading game app, ‘Henry rennt’, which are both designed to support reading. Pupils were engaged in informal conversation with the researchers about both applications, and the authors informally observed the pupils’ engagement with the apps and each other. Patterns of engagement and comments from pupils informed the design of a new reading app. This work reports these general patterns and concludes with new research areas to pursue as a result, including the impact of: social setting on playing, in-game teaching with avatars on engagement, and speed as a measurement of skill mastery. Finally, the applicability of children’s engagement patterns is validated with adult students of German as a second language who used the app.
为小学生设计一款游戏化阅读应用
在移动设备上玩游戏已经成为年轻一代生活中不可或缺的一部分。手机游戏能够培养玩家的深度专注力。本文报告了一项设计指南,该指南是通过对六名小学生在六周的课外阅读俱乐部项目中的参与情况进行观察得出的。每次会议包括三个活动,以及在iPad上的微软沉浸式阅读器上阅读文本,以及玩一个竞争性阅读游戏应用程序“Henry rent”,这两个都是为了支持阅读而设计的。学生们与研究人员就这两款应用进行了非正式的交谈,作者们非正式地观察了学生们对应用程序和彼此的参与情况。参与模式和来自学生的评论为新的阅读应用程序的设计提供了信息。这项工作报告了这些一般模式,并总结了新的研究领域,包括:社交环境对游戏的影响,虚拟角色对参与的游戏教学,以及作为技能掌握衡量标准的速度。最后,通过使用该应用程序的德语为第二语言的成年学生验证了儿童参与模式的适用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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