This document summarizes a research study that evaluated a web-based collaborative reading annotation system (WCRAS) with and without gamification mechanisms. The study involved 55 fifth grade students who used the WCRAS to read an article and make annotations either with gamification (experimental group) or without (control group). The study assessed the effects on students' annotation behaviors, reading comprehension, immersion experience, and social interaction. The results showed that the experimental group made more annotations and had higher immersion and social interaction, but similar reading comprehension to the control group. The study suggests future research should better link gamification to annotation quality and reading achievement.
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