通过ar增强的游戏化识字教育应用程序培养阅读和拼写困难学生的学习动机

Jennifer Tiede, Rita Treacy, Silke Grafe, E. Mangina
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引用次数: 0

摘要

有特殊教育需要的学生受益于精心设计的学习方法,这些方法既考虑到他们的个人学习需求,也考虑到教学方法和工具的进步。本文介绍了一项关于通过创新的增强现实(AR)增强游戏化教育应用程序提高读写技能的试点研究的初步探索性结果,该应用程序适用于被诊断为阅读/拼写困难或阅读障碍的学生。5名教师和23名学生在一个学期期间使用AR应用程序,并在完成试点研究后填写标准化的学生动机量表。结果分析表明,两组师生都认为AR应用具有一定的激励作用。然而,在试点实施中存在一些挑战,这些挑战阻碍了应用程序的成功使用,并可能限制了感知到的激励效应。结论和进一步发展的研究前景展望强调了在这一重要领域进一步研究的必要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fostering Learning Motivation of Students with Reading and Spelling Difficulties by an AR-Enhanced Gamified Educational App for Literacy Learning
Students with special educational needs benefit from carefully designed learning approaches that consider both their individual learning requirements and the advances in teaching and learning methods and tools. This paper presents the initial exploratory results from a pilot study on the advancement of literacy skills through an innovative Augmented Reality (AR)-enhanced gamified educational app for students diagnosed with reading / spelling difficulties or dyslexia. A sample of 5 teachers and 23 students worked with the AR app for the duration of a school term and filled in standardized scales on student motivation upon completion of the pilot study. The analysis of the results indicates that both groups of teachers and students found the AR app motivating to a certain degree. However, there were challenges within the pilot implementation that impeded the successful app use and potentially delimited the perceived motivational effects. Conclusions and outlooks of research perspectives for further development highlight the necessity for further research in this important field.
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