Gamification and serious game approaches for adult literacy tablet software

Abstract In this paper, we overview the design of tablet apps we designed and built to teach literacy to adults, and present the results and conclusions derived from experiments performed with target users. Low adult literacy is a significant problem with a high economic cost both for the individuals and for society. Programs created to address low adult literacy face access and engagement barriers that tablet software may be able to help overcome. We designed three tablet apps, using two contrasting approaches of incorporating game-design elements to engage the users. We tested the apps with participants from the Brant Skills Centre, a non-profit organization that offers adult literacy programs in Brantford, Ontario. Though participants were divided on whether they preferred the apps to more traditional instruction, most participants preferred using the apps in addition to more traditional instruction. Based on this we conclude that gamification and serious game design approaches were effective at increasing learner engagement, and we propose a direction for future research.

[1]  T. Grady Roberts What Is Experiential Learning , 2011 .

[2]  Sarah Henderson,et al.  iPad in Education: A Case Study of iPad Adoption and Use in a Primary School , 2012, 2012 45th Hawaii International Conference on System Sciences.

[3]  Rebeca P. Díaz Redondo,et al.  A social gamification framework for a K-6 learning platform , 2013, Comput. Hum. Behav..

[4]  David H. Autor,et al.  The polarization of job opportunities in the U.S. labor market: implications for employment and earnings , 2011 .

[5]  Sara J. Rosenbaum,et al.  Low Health Literacy: Implications for National Health Policy , 2007 .

[6]  Jonathan Klein,et al.  This computer responds to user frustration , 1999, CHI Extended Abstracts.

[7]  Kayne Toukonen The Dynamic Electronic Textbook: Enhancing the Student's Learning Experience , 2011 .

[8]  M. Csíkszentmihályi Finding Flow: The Psychology of Engagement with Everyday Life , 1997 .

[9]  John Brown,et al.  Gamification » Blog Archive » Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design , 2014 .

[10]  Alma L. Culén,et al.  iPad : A New Classroom Technology ? A Report From Two Pilot Studies , 2011 .

[11]  Feng Yan,et al.  A SUNNY DAY: Ann and Ron's World an iPad Application for Children with Autism , 2011, SGDA.

[12]  Sebastian Deterding,et al.  Situated motivational affordances of game elements: A conceptual model , 2011 .

[13]  Lee M. Sanders,et al.  The Health Literacy of Parents in the United States: A Nationally Representative Study , 2009, Pediatrics.

[14]  G. G. Stokes "J." , 1890, The New Yale Book of Quotations.

[15]  Natasha Dejdumrong,et al.  An educational game for learning wind and gravity theory on iOS: Drop donuts , 2011, 2011 Eighth International Joint Conference on Computer Science and Software Engineering (JCSSE).

[16]  Richard N. Landers,et al.  Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training , 2011, Serious Games and Edutainment Applications.

[17]  Juho Hamari,et al.  Framework for Designing and Evaluating Game Achievements , 2011, DiGRA Conference.

[18]  Dieter Kleinböhl,et al.  Physiological aspects of flow experiences: Skills-demand-compatibility effects on heart rate variability and salivary cortisol☆ , 2011 .

[19]  Ellen Long Patterns of Participation in Canadian Literacy and Upgrading Programs: Results of a National Follow-Up Study. , 2001 .

[20]  M. Csíkszentmihályi,et al.  Flow Theory and Research , 2009 .

[21]  D. Dunn,et al.  Experiential Learning , 2019, High Impact Teaching for Sport and Exercise Psychology Educators.

[22]  Kurt Squire,et al.  Video games in education , 2003, Int. J. Intell. Games Simul..

[23]  Stephen P. Rushton,et al.  Connecting Brian Cambourne's Conditions of Learning Theory to Brain/Mind Principles: Implications for Early Childhood Educators , 2003 .

[24]  Lennart E. Nacke,et al.  From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.

[25]  Fergal McCaffery,et al.  The Gamification of SPICE , 2012, SPICE.

[26]  Daniel M. Johnson,et al.  Effective affective user interface design in games , 2003, Ergonomics.

[27]  Charandas Pote,et al.  EduPad- "A Tablet Based Educational System for Improving Adult Literacy in Rural India" , 2014 .