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2020 | OriginalPaper | Chapter

Reading to Level Up: Gamifying Reading Fluency

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

Published in: Technology, Innovation, Entrepreneurship and Education

Publisher: Springer International Publishing

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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.

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Metadata
Title
Reading to Level Up: Gamifying Reading Fluency
Authors
Diğdem Sezen
Ute Massler
Pedro Ribeiro
Susanne Haake
Ido Iurgel
Anabela Parente
Copyright Year
2020
DOI
https://doi.org/10.1007/978-3-030-40180-1_1

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