TY - GEN
T1 - Synchronous reading in real-time environments
AU - Eshet, Yoram
AU - Chajut, Eran
PY - 2007
Y1 - 2007
N2 - The story-telling multimedia Living Book is one of the most common edutainment genres, in which children hear and play with interactive and animated stories. Living Books are designed so that that every word of the narrated story is projected on the computer monitor as it is narrated. This enables listeners to integrate between the audio and textual representation of words and thus to understand their meaning and learn their pronunciation. The present paper presents results of a study which showed that young children who did not know how to speak or read the English language became proficient in pronunciation and gained a high level of understanding by playing with Living Books. Results show that the participants were able to correctly pronounce almost 70% of the words in the Living Book, and could identify the meaning of about 70% of them. On the other hand, it was found that they were able to read words as orthographic units but not to identify individual letters (average of 6.25%). Our findings point to the potential for incidental learning in highlyinteractive, engaging and playful multimedia environments, such as Living Books.
AB - The story-telling multimedia Living Book is one of the most common edutainment genres, in which children hear and play with interactive and animated stories. Living Books are designed so that that every word of the narrated story is projected on the computer monitor as it is narrated. This enables listeners to integrate between the audio and textual representation of words and thus to understand their meaning and learn their pronunciation. The present paper presents results of a study which showed that young children who did not know how to speak or read the English language became proficient in pronunciation and gained a high level of understanding by playing with Living Books. Results show that the participants were able to correctly pronounce almost 70% of the words in the Living Book, and could identify the meaning of about 70% of them. On the other hand, it was found that they were able to read words as orthographic units but not to identify individual letters (average of 6.25%). Our findings point to the potential for incidental learning in highlyinteractive, engaging and playful multimedia environments, such as Living Books.
KW - Edutainment; incidental learning
KW - Living books; multimedia
KW - Reading
UR - http://www.scopus.com/inward/record.url?scp=38149049326&partnerID=8YFLogxK
U2 - 10.1007/978-3-540-73111-5_28
DO - 10.1007/978-3-540-73111-5_28
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AN - SCOPUS:38149049326
SN - 9783540731092
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 245
EP - 254
BT - Human-Computer Interaction
PB - Springer Verlag
T2 - 12th International Conference on Human-Computer Interaction, HCI International 2007
Y2 - 22 July 2007 through 27 July 2007
ER -