Technology, Innovation, Entrepreneurship and Education. 3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17–18, 2019, Proceedings

Research Article

Reading to Level Up: Gamifying Reading Fluency

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  • @INPROCEEDINGS{10.1007/978-3-030-40180-1_1,
        author={Diğdem Sezen and Ute Massler and Pedro Ribeiro and Susanne Haake and Ido Iurgel and Anabela Parente},
        title={Reading to Level Up: Gamifying Reading Fluency},
        proceedings={Technology, Innovation, Entrepreneurship and Education. 3rd EAI International Conference, TIE 2019, Braga, Portugal, October 17--18, 2019, Proceedings},
        proceedings_a={TIE},
        year={2020},
        month={1},
        keywords={Reading fluency Gamification Educational game design},
        doi={10.1007/978-3-030-40180-1_1}
    }
    
  • Diğdem Sezen
    Ute Massler
    Pedro Ribeiro
    Susanne Haake
    Ido Iurgel
    Anabela Parente
    Year: 2020
    Reading to Level Up: Gamifying Reading Fluency
    TIE
    Springer
    DOI: 10.1007/978-3-030-40180-1_1
Diğdem Sezen1,*, Ute Massler2,*, Pedro Ribeiro3,*, Susanne Haake2,*, Ido Iurgel3,*, Anabela Parente3,*
  • 1: Istanbul University
  • 2: University of Education Weingarten
  • 3: Rhine-Waal University of Applied Sciences
*Contact email: dsezen@istanbul.edu.tr, massler@ph-weingarten.de, pr@hsrw.eu, haake@ph-weingarten.de, ii@hsrw.eu, apr@hsrw.eu

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.