THE EFFECTS OF FLOW EXPERIENCE ON READING MOTIVATION AND ACHIEVEMENT WITH ADAPTIVE AUGMENTED REALITY GAME

被引:0
|
作者
Chen, Y. T. [1 ]
Wang, C. H. [1 ]
机构
[1] Natl Taiwan Normal Univ, Dept Graph Arts & Commun, Taipei, Taiwan
关键词
adaptation of individual difference; game flow; learning motivation; reading ability; augmented reality;
D O I
暂无
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
Reading ability is the key to gain new knowledge. Children, by means of reading, are able to acquire information in words and images, thus construct a broader network of knowledge. Governments around the world have made efforts on the development of reading ability. However, the results from Progress in International Reading Literacy Study (PIRLS) indicated that Taiwanese students' "like to read" and "reading immersion" are below the international average. Therefore, it is emergent to enhance student's reading motivation in immersion reading classes in this country. The purposed study intends to guide students to be more self-motivated in reading. Many studies indicated that instructional games are helpful to enhance students' learning motivation, and the intention of staying games is related to their flow of mind. In order to maintain the player's game flow, it is necessary to accommodate the difficulty of the game with player's' skills. This study plans to design an adaptive augmented reality games for enhancing reading abilities. By adjusting game difficulty levels based on student's on-task performance, this adaptive game could motivate students to read and maintain the flow of mind in the activities. An experiment will be done with an experimental group-the adaptive game group, and a control group-the non-adaptive game group. Differences on reading motivation and flow experiences will be investigated between the two groups. The game is currently under development and the experiment is planned to perform shortly after the game is fully developed and pilot tested. The results of study could benefit the educational practitioners to adequately adopt instructional game to improve student's reading abilities in various languages such as Chinese, English, and Japanese.
引用
收藏
页码:4591 / 4596
页数:6
相关论文
共 50 条
  • [21] The influence of flow experience in the augmented reality context on psychological ownership
    Yuan, Chunlin
    Wang, Shuman
    Yu, Xiaolei
    Kim, Kyung Hoon
    Moon, Hakil
    INTERNATIONAL JOURNAL OF ADVERTISING, 2021, 40 (06) : 922 - 944
  • [22] RELATIONAL EFFECTS OF READING MOTIVATION AND ACADEMIC ACHIEVEMENT AMONG ADOLESCENT BOYS
    Bozack, Amanda R.
    Salvaggio, Amy Nicole
    READING PSYCHOLOGY, 2013, 34 (06) : 507 - 522
  • [23] Influencing Experience: The Effects of Reading Game Reviews on Player Experience
    Livingston, Ian J.
    Nacke, Lennart E.
    Mandryk, Regan L.
    ENTERTAINMENT COMPUTING - ICEC 2011, 2011, 6972 : 89 - +
  • [24] Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing
    Boletsis, Costas
    McCallum, Simon
    INTERNATIONAL JOURNAL OF SERIOUS GAMES, 2016, 3 (01): : 3 - 18
  • [25] An Augmented Reality Mobile Learning Experience Based on Treasure Hunt Serious Game
    Farella, Mariella
    Taibi, Davide
    Arrigo, Marco
    Todaro, Giovanni
    Fulantelli, Giovanni
    Chiazzese, Giuseppe
    PROCEEDINGS OF THE 20TH EUROPEAN CONFERENCE ON E-LEARNING (ECEL 2021), 2021, : 148 - 154
  • [26] Enhancing learning in design for manufacturing and assembly: the effects of augmented reality and game-based learning on student's intrinsic motivation
    Gill, Amarpreet Singh
    Irwin, Derek
    Long, Pinzhuang
    Sun, Linjing
    Towey, Dave
    Yu, Wanling
    Zhang, Yanhui
    Zheng, Yaxin
    INTERACTIVE TECHNOLOGY AND SMART EDUCATION, 2025, 22 (01) : 61 - 80
  • [27] Examining the effect of augmented reality experience duration on reading comprehension and cognitive load
    Simsek, Bilal
    Direkci, Bekir
    Koparan, Betul
    Canbulat, Mehmet
    Gulmez, Mevlut
    Nalcacigil, Emel
    EDUCATION AND INFORMATION TECHNOLOGIES, 2025, 30 (02) : 1445 - 1464
  • [28] Augmented reality assisted learning achievement, motivation, and creativity for children of low-grade in primary school
    Yousef, Ahmed Mohamed Fahmy
    JOURNAL OF COMPUTER ASSISTED LEARNING, 2021, 37 (04) : 966 - 977
  • [29] Reading for meaning: the effects of Developmental Education on motivation and achievement in reading informative texts in primary school
    van Rijk, Yvonne
    de Mey, Langha
    de Haan, Dorian
    van Oers, Bert
    Volman, Monique
    RESEARCH PAPERS IN EDUCATION, 2017, 32 (03) : 333 - 352
  • [30] The effects of an augmented reality lens imaging learning system on students' science achievement, learning motivation, and inquiry skills in physics inquiry activities
    Liao, Yu-Jun
    Tarng, Wernhuar
    Wang, Tzu-Ling
    EDUCATION AND INFORMATION TECHNOLOGIES, 2025, 30 (04) : 5059 - 5104