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Conference Paper: Gamification, Data and Learning

TitleGamification, Data and Learning
Authors
Issue Date2017
PublisherKing's College London.
Citation
Seminar, King’s College London, London, UK, 13 September 2017 How to Cite?
AbstractReading is the basis for most learning. However, many students have not developed an interest and ability in reading. As a result, they suffer in courses and assignments that require good comprehension ability. Reading Battle is highly effective in boosting primary students’ reading interest and motivation, as well as strengthening their reading comprehension ability in both Chinese and English. Through applying various game mechanics (points, e-badges, ranking, levels, etc.) into the design of Reading Battle, many primary and kindergarten students in Hong Kong, Taiwan, mainland China and the US have been motivated to read a lot and to take many e-quizzes about the books they have read. Many of these students have improved their reading abilities quickly and enjoyably. The top 7 students have read and answered over 300 books (with 4 read over 400 books) and achieved an average score of 81-97 out of 100. The e-quiz system has essentially helped produced many “young scholars”. Over 6,000 students in 50 schools/libraries have used it. Those who have used it a lot have improved not only in their reading ability, but also in their writing ability. The speaker will share how he has made use of the various kinds of data from the system to fine-tune the system design to excite the students and to help them learn effectively.
Persistent Identifierhttp://hdl.handle.net/10722/267798

 

DC FieldValueLanguage
dc.contributor.authorChu, SKW-
dc.date.accessioned2019-03-01T06:59:37Z-
dc.date.available2019-03-01T06:59:37Z-
dc.date.issued2017-
dc.identifier.citationSeminar, King’s College London, London, UK, 13 September 2017-
dc.identifier.urihttp://hdl.handle.net/10722/267798-
dc.description.abstractReading is the basis for most learning. However, many students have not developed an interest and ability in reading. As a result, they suffer in courses and assignments that require good comprehension ability. Reading Battle is highly effective in boosting primary students’ reading interest and motivation, as well as strengthening their reading comprehension ability in both Chinese and English. Through applying various game mechanics (points, e-badges, ranking, levels, etc.) into the design of Reading Battle, many primary and kindergarten students in Hong Kong, Taiwan, mainland China and the US have been motivated to read a lot and to take many e-quizzes about the books they have read. Many of these students have improved their reading abilities quickly and enjoyably. The top 7 students have read and answered over 300 books (with 4 read over 400 books) and achieved an average score of 81-97 out of 100. The e-quiz system has essentially helped produced many “young scholars”. Over 6,000 students in 50 schools/libraries have used it. Those who have used it a lot have improved not only in their reading ability, but also in their writing ability. The speaker will share how he has made use of the various kinds of data from the system to fine-tune the system design to excite the students and to help them learn effectively.-
dc.languageeng-
dc.publisherKing's College London. -
dc.relation.ispartofKing’s College London, UK, Seminar-
dc.titleGamification, Data and Learning-
dc.typeConference_Paper-
dc.identifier.emailChu, SKW: samchu@hku.hk-
dc.identifier.authorityChu, SKW=rp00897-
dc.identifier.hkuros290869-
dc.publisher.placeUnited Kibgdom-

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