2014
DOI: 10.1016/j.compedu.2014.01.007
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Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers

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Cited by 100 publications
(60 citation statements)
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“…They may also reflect a "switch cost" (Courage et al, 2014): When attention is divided or switched among two or more tasks, some degree of dual-task inference or switch cost may result in poorer performance. However, not all studies show negative effects of children's access to irrelevant interactive hotspots and games on story memory (Homer et al, 2014;Ricci & Beal, 2002;Robb, 2010). The kinds of interactivity offered by the device in those studies may have been limited enough that children were able to focus on the story line.…”
Section: Article In Pressmentioning
confidence: 97%
See 1 more Smart Citation
“…They may also reflect a "switch cost" (Courage et al, 2014): When attention is divided or switched among two or more tasks, some degree of dual-task inference or switch cost may result in poorer performance. However, not all studies show negative effects of children's access to irrelevant interactive hotspots and games on story memory (Homer et al, 2014;Ricci & Beal, 2002;Robb, 2010). The kinds of interactivity offered by the device in those studies may have been limited enough that children were able to focus on the story line.…”
Section: Article In Pressmentioning
confidence: 97%
“…Moreover, the electronic stories available on the market are changing rapidly, including new features, new platforms and eventually quite novel reading experiences (e.g., movement-based devices like the Microsoft Kinect in Homer et al, 2014). Additional well-controlled studies on the effectiveness of the new wave of available apps that ostensibly present stories to toddlers and preschoolers are urgently needed to test the effects of these formats and their content on emerging literacy skills.…”
Section: Engineering and Assessing New Electronic Stories: New Roads mentioning
confidence: 97%
“…For education, gesture-based technology provides authentic interactive learning scenarios and can be used to design dynamic in game activities (Homer et al 2014) so as to improve learner participation and learning interest in game-based learning. The Horizon Report (Johnson et al 2011) identified gesture-based computing as an emerging technology that has a great potential to influence education in the near future by providing a novel form of interaction, expression, and activity (Ozcelik and Sengul 2012).…”
Section: Multimedia Technologies: Augmented Reality (Ar) Technology Amentioning
confidence: 99%
“…El objetivo de su estudio fue evaluar la efectividad del uso de videojuegos de lectura digital para ayudar a la adquisición de vocabulario y habilidades de los lectores (Homer et al 2014). El libro leído durante el experimento fue Children Make Terrible Pets de Peter Brown (2010), ya sea en forma impresa o versión digital desarrollado por Microsoft Games Studio.…”
Section: Prelectoresunclassified
“…El libro leído durante el experimento fue Children Make Terrible Pets de Peter Brown (2010), ya sea en forma impresa o versión digital desarrollado por Microsoft Games Studio. Esta versión fue un prototipo de juegos digitales de lectura diseñado para el videojuego Xbox 360 con Kinect (Homer et al 2014). Para esta investigación se seleccionaron aleatoriamente 39 participantes divididos en tres grupos, donde 21 de ellos estaban inscritos en preescolar y 18 en la escuela primaria.…”
Section: Prelectoresunclassified