GamAll: playing beyond boundaries - gamification and multimodal literacy

Marcelo Salaberri*, Maitê Gil, Cristina Sylla

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Citation (Scopus)

Abstract

Interactive story apps are becoming popular, especially among children. Due to its multimodality, interactive story apps offer a good opportunity to promote the development of cognitive and language skills. Here, we present the theoretical framework and the initial design decisions that support the development of a pedagogical game, which aims at enhancing students’ reading competences related to multimodal texts. The game complements Mobeybou in Brazil, an interactive story application directed to pre and primary school children and a digital manipulative that aims at promoting young children’s literacy, especially focusing on the development of language and storytelling competences in the context of multiculturalism. The development of the game follows a design-based research methodology and a user-centered approach. The conceptualization and the development of the game, as well as of the Mobeybou story app, are informed by theories of embodiment, socio-constructivist and constructionist theories, as well as multiliteracies and multimodality theories.

Original languageEnglish
Title of host publicationDesign, learning, and innovation
Subtitle of host publication5th EAI International Conference, DLI 2020, Proceedings
EditorsEva Irene Brooks, Anthony Brooks, Cristina Sylla, Anders Kalsgaard Møller
PublisherSpringer Science and Business Media Deutschland GmbH
Pages140-147
Number of pages8
ISBN (Electronic)9783030784485
ISBN (Print)9783030784478
DOIs
Publication statusPublished - 2021
Externally publishedYes
Event5th EAI International Conference on Design, Leaning and Innovation, DLI 2020 - Online, Slovakia
Duration: 10 Dec 202011 Dec 2020

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Volume366
ISSN (Print)1867-8211
ISSN (Electronic)1867-822X

Conference

Conference5th EAI International Conference on Design, Leaning and Innovation, DLI 2020
Country/TerritorySlovakia
Period10/12/2011/12/20

Keywords

  • Children playful learning
  • Gamification
  • Interactive story apps
  • Multimodality

Fingerprint

Dive into the research topics of 'GamAll: playing beyond boundaries - gamification and multimodal literacy'. Together they form a unique fingerprint.

Cite this