Design and Application of the Bridging Book APP

碩士 === 華梵大學 === 資訊管理學系碩士班 === 105 === Due to the rapid development of information technology, information technology into the teaching has become one of the most important changes in recent years. The learning courses combined the instructional APPs are in widespread use. Cultivating children’s read...

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Bibliographic Details
Main Authors: CHUANG, HSIN-I, 莊欣宜
Other Authors: BIAN, GUO-WEI
Format: Others
Language:zh-TW
Published: 2017
Online Access:http://ndltd.ncl.edu.tw/handle/r4mzs4
Description
Summary:碩士 === 華梵大學 === 資訊管理學系碩士班 === 105 === Due to the rapid development of information technology, information technology into the teaching has become one of the most important changes in recent years. The learning courses combined the instructional APPs are in widespread use. Cultivating children’s reading habit can help the developments of the visual perception of the brain, the language ability and the imagination. This study designed a mobile Application (APP) combined 12 bridging books and interesting game for students of second grade. The contents of this APP include six functions: summary, plot prediction, reading test, character analysis, adapt the story, and ranking. Using this APP, the students can revise the answer anytime and understand the contents of books more clearly. Furthermore they can increase more interaction with friends, enhance motivation, make reasonable inference and improve creative imagination. The APP was used by 28 second-grade students of Xiu-Lang elementary school in classes. The experimental results were indicated as follows: 1. After the students used this APP completely, they can understand contents of books more clearly. It means the APP-assisted instruction actually can be a good learning strategy and elevate second-graders’ reading comprehension ability. 2. Using this APP helps bolster the reading motivation of second-grade students. 3. 93% of the students like this APP, 96% of the students want to play again. It means they are fond of using APPs to learn new things. 4. 55% of the students like the character analysis most in this APP, and 26% of the students suggest add more games to this APP. The boys and girls differ in their preferences for competitive games. 5. Students care the ranking very much. The ranking can encourage the users continue to challenge themselves, to get more familiar with the teaching content from challenges in the game, thereby to improve the interest of active learning.