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Session Submission Type: Symposium
As digital texts, such as in tablet computers, e-books, and web-based reading interventions become popular, they provide potential for computer game-like interaction in books to improve comprehension.
Recreational reading is declining. Children lacking basic comprehension skills also tend to engage in less recreational reading (Biancarosa & Snow, 2004). Computer games with digital texts have potential to motivate children to read.
This panel will discuss: (1) How can educational games be embedded in text? What game features improve reading? (2) How can researchers assess reading gains resulting from games? How can stealth assessment be designed into digital text with computer games, to gather “process” variables as children read? (3) What forms of educationally valuable interactive e-books might emerge in the marketplace?
Additions to Electronic Books for Beginning Readers That Support Interest, Comprehension, and Reading Fluency - Adriana G. Bus, Leiden University; Maria de Jong, University of Leiden
Designing Computer Games Into Books With Sixth-Grade Partners - Glenn Gordon Smith, University of South Florida
An Unholy Mix: Reading and Games? - Mina Catherine Johnson-Glenberg, Arizona State University; Tatyana Koziupa, Arizona State University - Tempe