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Reading to Level Up: Gamifying Reading Fluency

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Technology, Innovation, Entrepreneurship and Education (TIE 2019)

Abstract

Employing game design elements to create an environment for struggling readers to read accurately, with proper speed and right expression might inspire them to continue practising and help their teachers incorporate engaging tools in their instructional repertoire for fluent reading. The EU-funded innovation project GameLet aims at developing digital media-based gamification tools to enhance student motivation in self-directed, individual and cooperative learning phases for reading fluency training. A fictional audio play production is one centrepiece of the developed game concept. This paper specifically focuses on the game design ideas related to the Recording Studio, a particular part of this gamified audio play environment, and discusses mini-games ideas related to this concept as strategies to improve reading fluency. These gamification ideas exemplify the plethora of available opportunities to gamify the acquisition of reading fluency.

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Correspondence to Ute Massler .

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Sezen, D., Massler, U., Ribeiro, P., Haake, S., Iurgel, I., Parente, A. (2020). Reading to Level Up: Gamifying Reading Fluency. In: Sylla, C., Iurgel, I. (eds) Technology, Innovation, Entrepreneurship and Education. TIE 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 307. Springer, Cham. https://doi.org/10.1007/978-3-030-40180-1_1

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  • DOI: https://doi.org/10.1007/978-3-030-40180-1_1

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-40179-5

  • Online ISBN: 978-3-030-40180-1

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