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Comparison of effectiveness of two mobile application designs for encouraging children to read

Published: 28 September 2015 Publication History

Abstract

Many South Africans are functionally illiterate, which impacts adversely on their further education and job prospects. As literacy deficits begin in primary school, it is vitally important to improve reading engagement in children aged 6 to 13 years.
In this study, we explored the use of mobile applications to improve children's engagement with, and enjoyment of, reading. Two alternative approaches were prototyped: the StoryMaker tablet application allows children to create a digital story book incorporating characters from the popular Nal'ibali reading-for-enjoyment supplements, while the StoryGame application uses a less traditional gamification approach, where the user directs a character through a story by solving word problems.
The applications were tested on groups of children aged 10 to 12. While both applications met with enthusiasm, the children reported that the StoryGame application encouraged them to read more, while they would prefer to play with the StoryMaker application. The long-term benefits of these applications are still to be established, but this pilot study should inform the design of future applications to encourage reading in children.

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SAICSIT '15: Proceedings of the 2015 Annual Research Conference on South African Institute of Computer Scientists and Information Technologists
September 2015
423 pages
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Association for Computing Machinery

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Published: 28 September 2015

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Author Tags

  1. Education
  2. Gamification
  3. Literacy
  4. Mobile applications
  5. Nal'ibali
  6. Storytelling

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SAICSIT '15

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SAICSIT '15 Paper Acceptance Rate 43 of 119 submissions, 36%;
Overall Acceptance Rate 187 of 439 submissions, 43%

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