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    Please use this identifier to cite or link to this item: https://nccur.lib.nccu.edu.tw/handle/140.119/127199


    Title: A Web-based Collaborative Reading Annotation System with Gamification Mechanisms to Improve Reading Performance
    Authors: 陳志銘
    Chen, Chih-Ming
    Li, Ming-Chaun
    Chen, Tze-Chun
    Contributors: 圖檔所
    Keywords: cooperative/collaborative learning, learning environments, teaching/learning strategies
    Date: 2019.09
    Issue Date: 2019-11-05 11:20:32 (UTC+8)
    Abstract: This study presents a web-based collaborative reading annotation system (WCRAS) with gamification mechanisms to motivate students’ annotations behaviors and promote students’ reading comprehension performance. The research participants were 55 fifth grade students from two classes of an elementary school in northeastern Taiwan. A quasi-experimental design was adopted to evaluate the effects of the experimental and control groups respectively using WCRAS with and without gamification mechanisms to support digital reading on students’ annotation behaviors, collaborative interaction relationship, reading comprehension performance, and immersion experience. The results showed that the experimental group made significantly more annotations across almost all types of reading annotations and response annotations and had a significantly higher degree of immersive experience and social interaction than the control group. However, the difference in reading comprehension performance between the two groups has not been found. In addition, although the experimental group provided more amounts of high-quality annotations, the group did not generate more quantity of annotations related to reading comprehension aspects assessed by PIRLS. These research findings indicate that a gap between the promotion of the quantity and quality of participation and learning outcomes exists. This study is significant to address a need that designs the gamification mechanisms to encourage high-quality annotations that can effectively enhance students’ reading comprehension. To better associate game features and 2 learning performance in the WCRAS with gamification mechanisms, future studies are suggested to promote both annotation quality and connection between reading achievement and gamification mechanisms
    Relation: Computers & Education,
    Data Type: 期刊論文
    DOI 連結: https://doi.org/10.1016/j.compedu.2019.103697
    DOI: 10.1016/j.compedu.2019.103697
    Appears in Collections:[圖書資訊與檔案學研究所] 期刊論文

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