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The Gamification of Extensive Reading: 
Investigating the Effects in L2 Reading Motivation, Reading Amount, and Time Spent Reading : 다독의 게임화가 제2언어 읽기 동기, 독서량, 독서 시간에 미치는 영향

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dc.contributor.advisorSo, Youngsoon-
dc.contributor.author준헨리-
dc.date.accessioned2018-05-29T04:23:39Z-
dc.date.available2018-05-29T04:23:39Z-
dc.date.issued2018-02-
dc.identifier.other000000150927-
dc.identifier.urihttps://hdl.handle.net/10371/142037-
dc.description학위논문 (석사)-- 서울대학교 대학원 : 사범대학 외국어교육과, 2018. 2. So, Youngsoon.-
dc.description.abstractPrevious studies on extensive reading programs have highlighted the significant improvements in various linguistic and motivational aspects of the language learner, primarily with their first language (L1) texts. However, for second language (L2) reading, in English as Foreign Language (EFL) contexts, several studies have highlighted the difficulties of motivating students to finish the extensive reading programs with their own self-directed motivations. The research remains unclear on how the design features of extensive reading programs influence changes on specific components of motivation among EFL students. Additionally, recent research on gamification in education has revealed significant influences on student motivation and engagement. This study looks at the impact that certain key design elements from the gamification field can have on specific motivational and behavioral outcomes. In this ten-week study, thirty-seven, second to fifth grade, Korean EFL students participated in either an extensive reading (ER) program or a gamified extensive reading (GER) program (Day & Bamford, 1998-
dc.description.abstractKapp, 2012). Pre- and post-tests measures of motivation were collected from both groups and investigated for changes based on condition. In addition to their self-reported changes in motivation, actual reading amounts and time spent on reading were also analyzed for significant differences between the two conditions.
Results show that adding the basic gamification design elements had a significant positive effect on increasing students overall motivation, self-efficacy, and two extrinsic motivation subcomponents (recognition and competition) to read in English. Changes in intrinsic motivation were not statistically significant for both conditions. However, students in the gamification group started to show subtle increases in intrinsic motivations for reading English, along with several of its subcomponents (curiosity, challenge and involvement), after eight-weeks of exposure to gamification. Students in the gamification (GER) condition also read significantly more as well as spent more time reading than the traditional extensive reading (ER) group. On the contrary, the students in the ER condition showed a decrease in self-efficacy that was significant, and read significantly less with less time spent in reading. Delayed post-test survey results were also collected in an attempt to get additional insight into this trend. Survey results reveal that students in the GER condition rated themselves as having a greater appreciation for books after the program and did not want to stop attending the program.
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dc.description.tableofcontentsCHAPTER 1. INTRODUCTION 1
1.1. Statement of the Problem 2
1.2. Research Questions 6
1.3. Organization of the Thesis 7
CHAPTER 2. LITERATURE REVIEW 9
2.1. Motivations in Reading 9
2.1.1. Expectancy Value Theory 10
2.1.2. Self-Determination Theory 10
2.1.3. Measuring Motivations to Read 17
2.2. Extensive Reading (ER) Programs on Motivations to Read 19
2.3. Gamification Design Features on Motivation 27
CHAPTER 3. METHODOLOGY 38
3.1. Participants 38
3.2. Measures 40
3.2.1. Motivations for Reading in a Foreign Language (MRFLQ) 40
3.2.2. Standardized Test for the Assessment of Reading (STAR) 44
3.2.3. Reading Logs 45
3.2.4. Delayed Post-Test Survey 46
3.3. Material 47
3.3.1. Level-Matched Books and Diverse Topics 47
3.3.2. Social Reading Activity / Comprehension Check 48
3.3.3. Gamification Design Features 49
3.4. Procedure 52
3.5. Data Collection 55
3.6. Data Analysis 56
CHAPTER 4. RESULTS AND DISCUSSION 57
4.1. Pre-existing Group Differences 57
4.1.1. Grades, Proficiency, and Motivations 58
4.2. RQ1: Changes in Motivations by Groups 60
4.2.1. Extensive Reading (ER) Effects on Motivation 61
4.2.2. Gamified Extensive Reading (GER) Effects on Motivation 63
4.3. RQ2: Changes in Reading Amount and Time 69
4.3.1. Extensive Reading (ER) on Reading Amount and Time 69
4.3.2. Gamified ER (GER) on Reading Amount and Time 70
4.3.3. Comparing ER and GER Reading Amount and Time 70
4.4. Delayed Post-Test Survey Responses 76
CHAPTER 5. CONCLUSION 80
5.1. Major Findings and Pedagogical Implications 81
5.2. Limitations and Suggestions for Future Research 84
5.2.1. Participants 84
5.2.2. Measures 85
5.2.3. Materials 86
5.2.4. Data Analysis 87
REFERENCES 89
APPENDICES 109
국 문 초 록 126
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dc.formatapplication/pdf-
dc.format.extent1958352 bytes-
dc.format.mediumapplication/pdf-
dc.language.isoen-
dc.publisher서울대학교 대학원-
dc.subjectL2 reading motivation-
dc.subjectextensive reading-
dc.subjectgamification-
dc.subjectintrinsic motivation-
dc.subjectextrinsic motivation-
dc.subjectEFL-
dc.subjectelementary-
dc.subject.ddc407-
dc.titleThe Gamification of Extensive Reading: 
Investigating the Effects in L2 Reading Motivation, Reading Amount, and Time Spent Reading-
dc.title.alternative다독의 게임화가 제2언어 읽기 동기, 독서량, 독서 시간에 미치는 영향-
dc.typeThesis-
dc.contributor.AlternativeAuthorHenry Jun-
dc.description.degreeMaster-
dc.contributor.affiliation사범대학 외국어교육과-
dc.date.awarded2018-02-
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