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Conference Paper: An examination of a gamified e-quiz system in fostering students’ reading habit, interest and ability

TitleAn examination of a gamified e-quiz system in fostering students’ reading habit, interest and ability
Authors
KeywordsE-QUIZ
GAMIFICATION
GAMIFIED READING
READING COMPREHENSION
Issue Date2018
PublisherWiley-Blackwell. Published on behalf of the Association for Information Science and Technology. The Journal's web site is located at https://onlinelibrary.wiley.com/loi/23739231
Citation
The 81st Association for Information Science and Technology (ASIS&T) Annual Meeting: Building and Sustaining and Ethical Future with Emerging Technology, Vancouver, Canada, 10-14 November 2018. In Proceedings of the Association for Information Science and Technology, 2018, v. 55 n. 1, p. 290-299 How to Cite?
AbstractLearning how to read is essential to a child's development. However, existing educational literature suggests that children are reluctant to read because of a decrease of reading motivation and a loss of interest in books (Alter, 2014). Gamified learning supported by information and communication technologies has gained popularity in recent years and been viewed by educators as an effective tool to facilitate pre‐adolescent learning (Kapp, 2012). In the present study, gamified learning is studied in the local educational context. Through a recently developed gamified reading platform called Reading Battle, this study seeks to test the impacts of the platform on local primary students' reading experience. Adopting a mixed‐method approach, the study fulfilled its quantitative objective by inviting 39 students, 23 parents and 7 teachers to complete a 4‐point Likert‐scale questionnaire. On the other hand, the study's qualitative objective was met by inviting 37 students, 20 parents and 7 teachers to face‐to‐face interviews. Results show that Reading Battle helps foster active reading habits in student users, improve their academic performance, enhance their reading competence, and boost their reading motivation. These findings in turn shed light on the educational implications of gamified learning: 1. It promotes self‐regulated learning; and 2. It has aided both teachers and students to actualise the learning outcomes of their curriculum.
Persistent Identifierhttp://hdl.handle.net/10722/275935
ISSN
2023 SCImago Journal Rankings: 0.235

 

DC FieldValueLanguage
dc.contributor.authorLi, X-
dc.contributor.authorMok, SW-
dc.contributor.authorCheng, YYJ-
dc.contributor.authorChu, SKW-
dc.date.accessioned2019-09-10T02:52:38Z-
dc.date.available2019-09-10T02:52:38Z-
dc.date.issued2018-
dc.identifier.citationThe 81st Association for Information Science and Technology (ASIS&T) Annual Meeting: Building and Sustaining and Ethical Future with Emerging Technology, Vancouver, Canada, 10-14 November 2018. In Proceedings of the Association for Information Science and Technology, 2018, v. 55 n. 1, p. 290-299-
dc.identifier.issn2373-9231-
dc.identifier.urihttp://hdl.handle.net/10722/275935-
dc.description.abstractLearning how to read is essential to a child's development. However, existing educational literature suggests that children are reluctant to read because of a decrease of reading motivation and a loss of interest in books (Alter, 2014). Gamified learning supported by information and communication technologies has gained popularity in recent years and been viewed by educators as an effective tool to facilitate pre‐adolescent learning (Kapp, 2012). In the present study, gamified learning is studied in the local educational context. Through a recently developed gamified reading platform called Reading Battle, this study seeks to test the impacts of the platform on local primary students' reading experience. Adopting a mixed‐method approach, the study fulfilled its quantitative objective by inviting 39 students, 23 parents and 7 teachers to complete a 4‐point Likert‐scale questionnaire. On the other hand, the study's qualitative objective was met by inviting 37 students, 20 parents and 7 teachers to face‐to‐face interviews. Results show that Reading Battle helps foster active reading habits in student users, improve their academic performance, enhance their reading competence, and boost their reading motivation. These findings in turn shed light on the educational implications of gamified learning: 1. It promotes self‐regulated learning; and 2. It has aided both teachers and students to actualise the learning outcomes of their curriculum.-
dc.languageeng-
dc.publisherWiley-Blackwell. Published on behalf of the Association for Information Science and Technology. The Journal's web site is located at https://onlinelibrary.wiley.com/loi/23739231-
dc.relation.ispartofProceedings of the Association for Information Science and Technology (ASIS&T) 2018 Annual Meeting-
dc.subjectE-QUIZ-
dc.subjectGAMIFICATION-
dc.subjectGAMIFIED READING-
dc.subjectREADING COMPREHENSION-
dc.titleAn examination of a gamified e-quiz system in fostering students’ reading habit, interest and ability-
dc.typeConference_Paper-
dc.identifier.emailMok, SW: sannymok@connect.hku.hk-
dc.identifier.emailCheng, YYJ: jchengyy@hku.hk-
dc.identifier.emailChu, SKW: samchu@hku.hk-
dc.identifier.authorityChu, SKW=rp00897-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1002/pra2.2018.14505501032-
dc.identifier.scopuseid_2-s2.0-85064517542-
dc.identifier.hkuros303825-
dc.identifier.volume55-
dc.identifier.issue1-
dc.identifier.spage290-
dc.identifier.epage299-
dc.publisher.placeUnited States-
dc.identifier.issnl2373-9231-

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