{"title":"为小学生设计一款游戏化阅读应用","authors":"Bassant El Naggar, Kay Berkling","doi":"10.14705/rpnet.2020.48.1166","DOIUrl":null,"url":null,"abstract":"Playing games on mobile devices has become an integral part of younger\n generations’ lives. Mobile games foster, among other things, deep\n concentration. This paper reports on design guidelines derived from\n observations of six elementary school pupils’ engagement over a six-week\n period during an after-school reading club program. Each meeting consisted\n of three activities as well as reading text on the Microsoft immersive\n reader on an iPad, and playing a competitive reading game app, ‘Henry\n rennt’, which are both designed to support reading. Pupils were engaged in\n informal conversation with the researchers about both applications, and the\n authors informally observed the pupils’ engagement with the apps and each\n other. Patterns of engagement and comments from pupils informed the design\n of a new reading app. This work reports these general patterns and concludes\n with new research areas to pursue as a result, including the impact of:\n social setting on playing, in-game teaching with avatars on engagement, and\n speed as a measurement of skill mastery. Finally, the applicability of\n children’s engagement patterns is validated with adult students of German as\n a second language who used the app.","PeriodicalId":302354,"journal":{"name":"CALL for widening participation: short papers from EUROCALL 2020","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Designing a gamified reading app with pupils in elementary school\",\"authors\":\"Bassant El Naggar, Kay Berkling\",\"doi\":\"10.14705/rpnet.2020.48.1166\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Playing games on mobile devices has become an integral part of younger\\n generations’ lives. Mobile games foster, among other things, deep\\n concentration. This paper reports on design guidelines derived from\\n observations of six elementary school pupils’ engagement over a six-week\\n period during an after-school reading club program. Each meeting consisted\\n of three activities as well as reading text on the Microsoft immersive\\n reader on an iPad, and playing a competitive reading game app, ‘Henry\\n rennt’, which are both designed to support reading. Pupils were engaged in\\n informal conversation with the researchers about both applications, and the\\n authors informally observed the pupils’ engagement with the apps and each\\n other. Patterns of engagement and comments from pupils informed the design\\n of a new reading app. This work reports these general patterns and concludes\\n with new research areas to pursue as a result, including the impact of:\\n social setting on playing, in-game teaching with avatars on engagement, and\\n speed as a measurement of skill mastery. Finally, the applicability of\\n children’s engagement patterns is validated with adult students of German as\\n a second language who used the app.\",\"PeriodicalId\":302354,\"journal\":{\"name\":\"CALL for widening participation: short papers from EUROCALL 2020\",\"volume\":\"32 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-12-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"CALL for widening participation: short papers from EUROCALL 2020\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.14705/rpnet.2020.48.1166\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"CALL for widening participation: short papers from EUROCALL 2020","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14705/rpnet.2020.48.1166","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Designing a gamified reading app with pupils in elementary school
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.