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 language | English |
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Title of host publication | Technology, Innovation, Entrepreneurship and Education |
Subtitle of host publication | Conference proceedings TIE 2019 |
Editors | Cristina Sylla, Ido Iurgel |
Publisher | Springer |
Pages | 3-12 |
Volume | 307 |
ISBN (Electronic) | 9783030401801 |
DOIs | |
Publication status | Published - 29 Jan 2020 |
Event | 3rd EAI International Conference - Braga, Portugal Duration: 17 Oct 2019 → 18 Oct 2019 |
Conference
Conference | 3rd EAI International Conference |
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Abbreviated title | TIE 2019 |
Country/Territory | Portugal |
City | Braga |
Period | 17/10/19 → 18/10/19 |