From Readers to Players: Exploring Student Engagement in a Gamified Metaverse and Its Effect on Reading Interest
Saved in:
| Title: | From Readers to Players: Exploring Student Engagement in a Gamified Metaverse and Its Effect on Reading Interest |
|---|---|
| Language: | English |
| Authors: | Chen-Chung Liu, Yen-Yu Lin, Fang-ying Lo (ORCID |
| Source: | Education and Information Technologies. 2025 30(1):421-447. |
| Availability: | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
| Peer Reviewed: | Y |
| Page Count: | 27 |
| Publication Date: | 2025 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Elementary Education |
| Descriptors: | Learner Engagement, Gamification, Computer Simulation, Reading Interests, Reading Attitudes, Story Reading, Elementary School Students, Silent Reading, Affordances, Artificial Intelligence |
| DOI: | 10.1007/s10639-024-13068-1 |
| ISSN: | 1360-2357 1573-7608 |
| Abstract: | Fostering English reading interest and engagement among young learners in non-native settings demands innovative strategies. Previous studies emphasized the role of teachers in enhancing reading interest, for example, through dialogic reading due to its interactive nature. However, this approach is challenging to implement on a large scale. Lately, the emergence of the metaverse has brought new affordances for education. This study attempted to integrate paper storybook reading with metaverse interactivity to boost students' reading interest. It proposed a gamified metaverse design to merge gamification with metaverse elements, thereby enhancing reading experience. This virtual space allows students to engage with story-related interactive objects and story chatbot non-player characters (NPCs), facilitating story reflection through natural dialogues. Through a quasi-experimental design, the study contrasted the reading interest and engagement of a control group with 47 elementary school students engaged in silent self-reading with those of an experimental group with 46 students interacting within the gamified metaverse. The results indicated that the experimental group significantly outperformed the control group in terms of reading interest and engagement, highlighting the gamified metaverse's potential for fostering reading interest. Additionally, the study identified four distinct learning patterns within the gamified metaverse, and analyzed their navigation patterns. The analysis revealed the affordance of the space to support diverse learner needs by enhancing competence, fostering a sense of relatedness, and supporting autonomy. The study suggests that the autonomy provided by the self-exploration space and the learning support by the chatbot NPCs in the gamified metaverse positively impact students' reading interest. The study provides data-driven insights into the behaviors associated with reading interest within the metaverse. |
| Abstractor: | As Provided |
| Entry Date: | 2025 |
| Accession Number: | EJ1457839 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1457839 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: From Readers to Players: Exploring Student Engagement in a Gamified Metaverse and Its Effect on Reading Interest – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Chen-Chung+Liu%22">Chen-Chung Liu</searchLink><br /><searchLink fieldCode="AR" term="%22Yen-Yu+Lin%22">Yen-Yu Lin</searchLink><br /><searchLink fieldCode="AR" term="%22Fang-ying+Lo%22">Fang-ying Lo</searchLink> (ORCID <externalLink term="http://orcid.org/0000-0002-2672-5435">0000-0002-2672-5435</externalLink>)<br /><searchLink fieldCode="AR" term="%22Chia-Hui+Chang%22">Chia-Hui Chang</searchLink><br /><searchLink fieldCode="AR" term="%22Hung-Ming+Lin%22">Hung-Ming Lin</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22Education+and+Information+Technologies%22"><i>Education and Information Technologies</i></searchLink>. 2025 30(1):421-447. – Name: Avail Label: Availability Group: Avail Data: Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 27 – Name: DatePubCY Label: Publication Date Group: Date Data: 2025 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Elementary+Education%22">Elementary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Learner+Engagement%22">Learner Engagement</searchLink><br /><searchLink fieldCode="DE" term="%22Gamification%22">Gamification</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Reading+Interests%22">Reading Interests</searchLink><br /><searchLink fieldCode="DE" term="%22Reading+Attitudes%22">Reading Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Story+Reading%22">Story Reading</searchLink><br /><searchLink fieldCode="DE" term="%22Elementary+School+Students%22">Elementary School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Silent+Reading%22">Silent Reading</searchLink><br /><searchLink fieldCode="DE" term="%22Affordances%22">Affordances</searchLink><br /><searchLink fieldCode="DE" term="%22Artificial+Intelligence%22">Artificial Intelligence</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1007/s10639-024-13068-1 – Name: ISSN Label: ISSN Group: ISSN Data: 1360-2357<br />1573-7608 – Name: Abstract Label: Abstract Group: Ab Data: Fostering English reading interest and engagement among young learners in non-native settings demands innovative strategies. Previous studies emphasized the role of teachers in enhancing reading interest, for example, through dialogic reading due to its interactive nature. However, this approach is challenging to implement on a large scale. Lately, the emergence of the metaverse has brought new affordances for education. This study attempted to integrate paper storybook reading with metaverse interactivity to boost students' reading interest. It proposed a gamified metaverse design to merge gamification with metaverse elements, thereby enhancing reading experience. This virtual space allows students to engage with story-related interactive objects and story chatbot non-player characters (NPCs), facilitating story reflection through natural dialogues. Through a quasi-experimental design, the study contrasted the reading interest and engagement of a control group with 47 elementary school students engaged in silent self-reading with those of an experimental group with 46 students interacting within the gamified metaverse. The results indicated that the experimental group significantly outperformed the control group in terms of reading interest and engagement, highlighting the gamified metaverse's potential for fostering reading interest. Additionally, the study identified four distinct learning patterns within the gamified metaverse, and analyzed their navigation patterns. The analysis revealed the affordance of the space to support diverse learner needs by enhancing competence, fostering a sense of relatedness, and supporting autonomy. The study suggests that the autonomy provided by the self-exploration space and the learning support by the chatbot NPCs in the gamified metaverse positively impact students' reading interest. The study provides data-driven insights into the behaviors associated with reading interest within the metaverse. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2025 – Name: AN Label: Accession Number Group: ID Data: EJ1457839 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1457839 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s10639-024-13068-1 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 27 StartPage: 421 Subjects: – SubjectFull: Learner Engagement Type: general – SubjectFull: Gamification Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Reading Interests Type: general – SubjectFull: Reading Attitudes Type: general – SubjectFull: Story Reading Type: general – SubjectFull: Elementary School Students Type: general – SubjectFull: Silent Reading Type: general – SubjectFull: Affordances Type: general – SubjectFull: Artificial Intelligence Type: general Titles: – TitleFull: From Readers to Players: Exploring Student Engagement in a Gamified Metaverse and Its Effect on Reading Interest Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Chen-Chung Liu – PersonEntity: Name: NameFull: Yen-Yu Lin – PersonEntity: Name: NameFull: Fang-ying Lo – PersonEntity: Name: NameFull: Chia-Hui Chang – PersonEntity: Name: NameFull: Hung-Ming Lin IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2025 Identifiers: – Type: issn-print Value: 1360-2357 – Type: issn-electronic Value: 1573-7608 Numbering: – Type: volume Value: 30 – Type: issue Value: 1 Titles: – TitleFull: Education and Information Technologies Type: main |
| ResultId | 1 |