TaBooGa: A Hybrid Learning App to Support Children's Reading Motivation

Rebecca Linke, T. Kothe, Florian Alt
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引用次数: 16

Abstract

In this paper we present TaBooGa (Tangible Book Game), a hybrid learning application we developed to increase children's reading motivation. As children are exposed to digital devices early on (e.g., smart phones and tablets) weak readers are particularly apt to prefer digital offers over reading traditional books. Prior work has shown that ebooks can partially address this challenge by making reading more compelling for children. In this work we show that augmenting ebooks with tangible elements can further increase the reading motivation. In particular, we embed tangible elements that allow for navigating through the book as well as in the form of mini-games that interlace the reading task. We report on the results of an evaluation among 22 primary school pupils, comparing the influence of the approach on both strong and weak readers. Our results show a positive influence beyond reading motivation on both weak and strong readers. Yet, the approach requires to strive a balance between the tangible elements being motivating while at the same time not being too distracting.
TaBooGa:一款支持儿童阅读动机的混合学习应用
在本文中,我们介绍TaBooGa(有形书籍游戏),我们开发的混合学习应用程序,以提高儿童的阅读动机。由于孩子们很早就接触了数字设备(如智能手机和平板电脑),阅读能力较弱的人尤其倾向于选择数字产品,而不是阅读传统书籍。先前的研究表明,电子书可以通过提高儿童阅读的吸引力来部分解决这一挑战。在这项工作中,我们表明,增加有形元素的电子书可以进一步提高阅读动机。特别是,我们嵌入了一些有形的元素,让玩家能够浏览整本书,并以迷你游戏的形式将阅读任务穿插在一起。我们报告了对22名小学生的评估结果,比较了该方法对强读者和弱读者的影响。我们的研究结果表明,阅读动机对弱读者和强读者都有积极的影响。然而,这种方法需要努力在有形元素之间取得平衡,既要有激励作用,同时又不要太分散注意力。
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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