How to improve reading and writing skills in primary schools: A comparison between gamification and pen-and-paper training

Q1 Social Sciences
Angela Cattoni , Francesca Anderle , Paola Venuti , Angela Pasqualotto
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引用次数: 0

Abstract

This research investigates the potential of gamified tools to enhance motivation as well reading and writing skills in pupils, from 8 to 11 years old. The study compares the impact of gamified applications to traditional pen-and-paper activities, utilizing standardized reading and writing tests. The training duration spans 12 h within the school setting, and the sample comprises 113 children with typical development, evenly distributed across two groups. The results indicate significant improvements in reading and writing speed and accuracy for each group, with a slightly higher effect observed in the experimental gamified training group, although this difference was not statistically significant. Although motivation did not directly mediate performance in either group, students in the experimental training groups expressed greater enthusiasm for the activities. These findings emphasize the importance of comprehensive training and pave the way for future investigations into the effects of gamified tools on other real-life skills and motivational aspects. Such studies would prove fundamental to understand the limitations and benefits of gamification, enabling its effective integration into school programs.

如何提高小学的阅读和写作能力:游戏化与纸笔训练的比较
本研究调查了游戏化工具在提高 8 至 11 岁小学生的学习动机以及阅读和写作技能方面的潜力。研究利用标准化的阅读和写作测试,比较了游戏化应用与传统纸笔活动的影响。培训持续时间为 12 小时,在学校环境中进行,样本包括 113 名具有典型发育特征的儿童,平均分布在两个小组中。结果表明,每组儿童的读写速度和准确性都有明显提高,游戏化训练实验组的效果略高,但差异不具统计学意义。虽然动机并不直接影响两组的成绩,但实验培训组的学生对活动表现出了更大的热情。这些发现强调了综合培训的重要性,并为今后调查游戏化工具对其他现实生活技能和动机方面的影响铺平了道路。这些研究对于了解游戏化的局限性和益处,使其有效融入学校课程具有重要意义。
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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来源期刊
CiteScore
7.20
自引率
0.00%
发文量
73
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