TY - JOUR
T1 - An Investigation of a Customizable Entertaining Animated E-Book
T2 - A Gender Difference Perspective
AU - Chen, Sherry Y.
AU - Lin, Yi Zhen
N1 - Publisher Copyright:
© 2024 Taylor & Francis Group, LLC.
PY - 2024
Y1 - 2024
N2 - Game-based learning, electronic books (e-books), and animations offer different advantages and serve distinct purposes. Consequently, this study aimed to propose an entertaining animated e-book by seamlessly integrating these three information technologies. Additionally, customization was incorporated into the entertaining animated e-book to accommodate learners’ diverse preferences. In other words, a Customizable Entertaining Animated E-book (CEAE) was implemented in this study, which also aimed to investigate the influences of gender differences on their reactions to the CEAE. Results indicated that the CEAE could reduce gender differences, in terms of test performance and task performance. However, differences between males and females still existed in learning behavior and gaming behavior. More specifically, males and females preferred to use different scaffolding hints and choose different gaming modes. Based on these findings, we introduced a framework, which could work as a valuable reference for instructors to implement e-books, GBL, and animations in educational settings. This framework could also provide guidelines for designers to personalize entertaining animated e-books.
AB - Game-based learning, electronic books (e-books), and animations offer different advantages and serve distinct purposes. Consequently, this study aimed to propose an entertaining animated e-book by seamlessly integrating these three information technologies. Additionally, customization was incorporated into the entertaining animated e-book to accommodate learners’ diverse preferences. In other words, a Customizable Entertaining Animated E-book (CEAE) was implemented in this study, which also aimed to investigate the influences of gender differences on their reactions to the CEAE. Results indicated that the CEAE could reduce gender differences, in terms of test performance and task performance. However, differences between males and females still existed in learning behavior and gaming behavior. More specifically, males and females preferred to use different scaffolding hints and choose different gaming modes. Based on these findings, we introduced a framework, which could work as a valuable reference for instructors to implement e-books, GBL, and animations in educational settings. This framework could also provide guidelines for designers to personalize entertaining animated e-books.
KW - Animation
KW - electronic books
KW - game-based learning
KW - gender differences
UR - http://www.scopus.com/inward/record.url?scp=85196259556&partnerID=8YFLogxK
U2 - 10.1080/10447318.2024.2364467
DO - 10.1080/10447318.2024.2364467
M3 - 期刊論文
AN - SCOPUS:85196259556
SN - 1044-7318
JO - International Journal of Human-Computer Interaction
JF - International Journal of Human-Computer Interaction
ER -