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Abstract: In this paper, the design of a research and educational innovation project named GameLet (Gamified, media-based training of reading fluency), funded by Erasmus+ (2018-2021) is presented. The project aim is to develop a multilingual training program for reading fluency (RF) which aims at fostering learners' reading skills by improving their fluency through a gamified, media-based approach. More specifically, GameLet applies "meaningful" digital media-based gamification mechanisms to the development of learning scenarios and learning materials in order to increase pupils' motivation in self-directed, individual and cooperative learning phases for RF training. The centrepiece of the developed concept is the story of a fictional radio play production, designed to encourage pupils to improve their reading and successfully record their role. The development of GameLet follows a Design-Based Research (DBR) approach. In close cooperation researchers and practitioners across three countries (Cyprus, Portugal, Germany), aim to generate methodological and pedagogical innovation through systematic design, testing and redesign while working within the school context. In addition to the design, the results of the first formative evaluation cycles carried out in one of the schools in spring 2019 are presented.
Keywords: oral reading fluency, mobile learning, gamification, game design, design based research
1.Introduction
Improving learners' reading and media literacy is of vital importance. For one, the digital world is centered on the written word and the labour market requires high literacy levels. Furthermore, developing all learners' and especially weaker students' school and foreign language skills, media competencies and information literacy is crucial as the effects of globalization allow for increased work mobility and the necessity for lifelong learning in an information society.
While a number of instructional approaches to foster RF in the classroom exist, the increasing heterogeneity of classes related to migration with students from different cultural backgrounds and lack of language skills demands for novel approaches, allowing for better individual support of students and personalization of learning and training activities. As corresponding objectives are difficult to achieve in classical class settings, technologyenhanced approaches are often proposed as an approach to allow for comprehensive self-directed and personalized learning activities.
In this paper a research and educational innovation project named GameLet (Gamified, media-based training of reading fluency), funded by Erasmus+ (2018-2021) is presented. Its aim is to develop a...





