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Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers

Authors :
Meagan Bromley
Susan M. Letourneau
Bruce D. Homer
Daniel L. Hoffman
Yolanta Kornak
Jan L. Plass
Charles K. Kinzer
Elizabeth O. Hayward
Selen Turkay
Source :
Computers & Education. 74:37-49
Publication Year :
2014
Publisher :
Elsevier BV, 2014.

Abstract

Reading to young children has a number of benefits, including supporting the acquisition of vocabulary and literacy skills. Digital reading games, including ones with new modes of interface such as the Kinect for Xbox, may provide similar benefits in part by allowing dynamic in-game activities. However, these activities may also be distracting and detract from learning. Children (ages 5-7 years, N = 39) were randomly assigned to either i) jointly read a story with an adult, ii) have the story read by a character in a Kinect game, or iii) have the story read by a character in a Kinect game plus in-game activities. Both Kinect-Activities and Book Reading groups had significant gains for High Frequency Words, Active Decoding, and Total Reading Score, but only Kinect-Activities group had significant gain for Sight words (p < .05). Overall, these findings are encouraging for the next generation of digital literacy games.

Details

ISSN :
03601315
Volume :
74
Database :
OpenAIRE
Journal :
Computers & Education
Accession number :
edsair.doi...........c8d483063de7fc595cebd9a3666c6700
Full Text :
https://doi.org/10.1016/j.compedu.2014.01.007