Exploring the Impact on Student Reading Preferences in Gamified Reading Portfolio

Hsiao Tung Yang, Chang Yen Liao, Ciao Min Syu, Tak Wai Chan

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Extensive reading enhances horizons, deepens understanding, and nurtures critical thinking. This study aims to gamify reading goals, turning teacher-recommended books into engaging game levels. Books are categorized and distributed by genre and depth. And we will design achievement medals, allowing students to earn medals upon meeting specific criteria. The goal is to boost reading interest, fostering a passion for learning through accomplishments. This research addresses selective reading, encouraging exploration of varied genres while nurturing a genuine love for reading.

Original languageEnglish
Title of host publication31st International Conference on Computers in Education, ICCE 2023 - Proceedings
EditorsJu-Ling Shih, Akihiro Kashihara, Weiqin Chen, Weiqin Chen, Hiroaki Ogata, Ryan Baker, Ben Chang, Seb Dianati, Jayakrishnan Madathil, Ahmed Mohamed Fahmy Yousef, Yuqin Yang, Hafed Zarzour
PublisherAsia-Pacific Society for Computers in Education
Pages704-706
Number of pages3
ISBN (Electronic)9786269689019
StatePublished - Dec 2023
Event31st International Conference on Computers in Education, ICCE 2023 - Matsue, Shimane, Japan
Duration: 4 Dec 20238 Dec 2023

Publication series

Name31st International Conference on Computers in Education, ICCE 2023 - Proceedings
Volume1

Conference

Conference31st International Conference on Computers in Education, ICCE 2023
Country/TerritoryJapan
CityMatsue, Shimane
Period4/12/238/12/23

Keywords

  • Achievement Goals
  • Extensive Reading
  • Gamification
  • Reading Interest

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