Proceedings of the 16th International Academic Conference, Amsterdam

A STUDY OF EXPLORING THE INFLUENCES OF SIMULATION GAME-BASED E-BOOKS TOWARD HIGH SCHOOL MINORITY STUDENTS’ READING LITERACY

TZUHUA HUANG

Abstract:

This study explores the influences of simulation game-based E-books toward high school minority students’ reading literacy. It is targeted in a group of 183 high school students with 115 of minority students in experimental group and 68 of Han students in control group. Simulation game-based E-books and self-design reading comprehension scale are implemented. The plot of the E-book is related to an eaglet of how it learns to fly in the sky; the little eaglet was timid and later it turned out to be a brave eagle warrior to protect its species. The purpose of using self-constructed interactive E-book is to promote higher level of reading interest. This study compares simulation and non-simulation game-based E-books; the data was analyzed according to three different levels of reading literacy and reading comprehension: access and retrieve, integrate and interpret, and reflect and evaluate. Results showed that the experimental group (simulation game-based E-books) had better reading comprehension than the control group (non-simulation game-based E-books); experimental group in the level of integrate and interpret abilities showed that female are better than male students; Minority students in the experimental group performed better in reading comprehension at all levels compared with Han students; last but not the least, experimental group of students in access and retrieve abilities showed that female performed better than male students. It is concluded that the type of simulation game-based E-books and its content have a significant influence toward Taiwan minority students.

Keywords: simulation digital game-based E-books, reading literacy, reading comprehension

DOI: 10.20472/IAC.2015.016.036

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