Reading to Level Up: Gamifying Reading Fluency

Diğdem Sezen, Ute Massler, Pedro Ribeiro, Susanne Haake, Ido Iurgel, Anabela Parente

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Employing game design elements to create an environment for struggling readers to read accurately, with proper speed and right expression might inspire them to continue practising and help their teachers incorporate engaging tools in their instructional repertoire for fluent reading. The EU-funded innovation project GameLet aims at developing digital media-based gamification tools to enhance student motivation in self-directed, individual and cooperative learning phases for reading fluency training. A fictional audio play production is one centrepiece of the developed game concept. This paper specifically focuses on the game design ideas related to the Recording Studio, a particular part of this gamified audio play environment, and discusses mini-games ideas related to this concept as strategies to improve reading fluency. These gamification ideas exemplify the plethora of available opportunities to gamify the acquisition of reading fluency.
Original languageEnglish
Title of host publicationTechnology, Innovation, Entrepreneurship and Education
Subtitle of host publication Conference proceedings TIE 2019
EditorsCristina Sylla, Ido Iurgel
PublisherSpringer
Pages3-12
Volume307
ISBN (Electronic)9783030401801
DOIs
Publication statusPublished - 29 Jan 2020
Event3rd EAI International Conference - Braga, Portugal
Duration: 17 Oct 201918 Oct 2019

Conference

Conference3rd EAI International Conference
Abbreviated titleTIE 2019
Country/TerritoryPortugal
CityBraga
Period17/10/1918/10/19

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