dc.description.abstract | Reading is the foundation of absorbing knowledge and learning disciplines. You can combine your own knowledge with newly absorbed knowledge through reading to generate your own knowledge. Only by cultivating good reading habits and reading abilities can you be in learning knowledge. For example, in the era of technological outbreaks in the 21st century, a lot of information occurs every day, and reading has become a basic but very critical indicator. However, according to many studies, students may prefer to continue reading because of insufficient reading interest. Books in certain fields and depths have caused reading ability to be fixed in their "reading comfort zone".
With the advancement of information technology, many studies have shown that digital game learning can arouse students′ interest and motivation in learning, and help students to learn. This study uses the third-grade students of a primary school in Taoyuan City as the experimental object and Interest-driven creator theory. Implement the "Reading Island" system and carry out thematic reading activities, assist students in reading through digital games, guide students out of their "reading comfort zone", try to read books that they do not often read, and visualize through data, Use game building upgrades and visual charts to help students understand their reading situation.
After the experiment, through experimental data collection and interview results, the experimental students expressed interest in the "Reading Island" system and improved the depth and breadth of reading data. | en_US |