Impact of Interactivity on Enhanced eBooks for Children

A Closer Look at Enhanced eBooks:
Compatible Versus Distracting Games
Julia Hrobon
Under the Direction of Dr. Georgene Troseth
What is an eBook?
Electronic books that can be
read on computers,
smartphones, tablets, etc.
Two types of eBooks: 
basic
and 
enhanced
Current Literature: Pros
Pros:
Can improve emergent literacy levels when games or dictionary
are included 
(Korat & Shamir, 2008)
Young children are more engaged reading an eBook than print
book 
(Chiong, Ree, & Takeuchi, 2012)
Current Literature: Cons
Cons:
Children who read an eBook + games…
Remember less of the story than eBook – games
Much less than those who read a print book
   
(
deJong & Bus, 2002)
As reading tools…
Basic eBooks and print books similarly effective
Enhanced eBooks less so
   
(Chiong, Ree, & Takeuchi, 2012)
Example of problematic 
enhanced eBook
  
  
Why the Conflicting Findings?
Past research may have looked at most extreme
kinds of enhanced eBooks
All enhanced eBooks might not be bad for learning;
some poorly designed to promote literacy
development
Compare eBooks with compatible versus distracting
games
Research Question &
Prediction
Research Question:
Does the quality of an enhanced eBook’s interactivity
affect how much a child learns from the story?
Does co-reading play a role in children’s learning from
the eBook?
Prediction:
Reading comprehension and story vocabulary will be
strong for eBooks with 
compatible
 games, weak for
eBooks with 
distracting
 games
Design Strategy
One enhanced compatible story, one enhanced
distracting story
Problem with two eBooks:
More differences between books than just interactivity
Created basic versions of enhanced eBooks
Became baseline of comparison
Compatible
story
Distracting
Story
Revised Prediction
Children who read an enhanced compatible eBook will
learn 
more
 vocabulary words and remember 
more
 from
the story than those who read the basic version
Children who read an enhanced distracting eBook will
learn 
less
 vocabulary and remember 
less
 from the story
than those who read the basic version
Demonstration of Prediction:
Parker Penguin
When I Grow Up
Method
Participants: 29 children, 51-71 months
Two-day study, each visit 2-3 days apart
Four conditions: Enhanced Compatible PP, Basic PP,
Enhanced Distracting WIGU, Basic WIGU
8 children in BC Condition, 7 each in the other three conditions
Procedure:
Pretest: Story Vocabulary Assessment
Read eBook
Posttest
Co-reading
Pretest: Vocabulary
Assessment
Left card: compatible story (“down”), Right card:
distracting story (“professions”)
Measures what
words child already
knows before
reading story
18 cards total
2 practice
8 from each
story
Read eBook
2 times on first day, 1
time on second day
Child and parent read
together narrated story
Top pictures: compatible story,
bottom pictures: distracting story
Posttest
Vocabulary Assessment:
measures what words child
learned from story
Reading Comprehension:
measures what child
remembers from story
Peabody Picture Vocabulary
Test (PPVT): measures
child’s general vocabulary
knowledge
Co-Reading
Prediction Revisited
Compared with basic versions, reading
comprehension and vocabulary acquisition
strong for eBook with 
compatible
 games, weak
for eBook with 
distracting
 games
Results: Vocabulary
No significant condition difference in the number of
vocabulary words learned from the story they read
(
F
(3, 25) = 1.025, 
p
 = 0.399)
Results: Reading
Comprehension
No significant difference between story
comprehension with or without games for both
compatible stories 
(t(13) = 0.337, p = 0.742) 
and distracting
stories 
(t(8.248) = -0.608, p = 0.559)
Results: Co-Reading
Compatible (PP)
NCR: Significant difference between basic 
(M = 6.000, SD = 3.899)
and enhanced 
(M = 20.833, SD = 12.384); t(5.981) = -2.799, p = 0.031, d = -1.615)
CR: No significant difference between basic 
(M = 48.167, SD = 33.102)
and enhanced 
(M = 21.833, SD = 19.385); t(10) = 1.681, p = 0.124, d = 0.971)
Results: Co-Reading
Distracting (WIGU)
NCR: Significant difference between basic 
(M = 9.14, SD = 6.203)
and enhanced 
(M = 44.60, SD = 38.991) (t(10) = -2.410, p = 0.037, d = -1.270)
CR: No significant difference between basic 
(M = 42.71, SD = 38.431)
and enhanced 
(M = 23.40, SD = 23.362) (t(10) = 1.044, p = 0.321, d = 0.607)
Discussion
Interactivity in these enhanced eBooks did not affect
how many new words children learned from story
Interactivity in these enhanced eBooks did not affect
how much children remembered from story
Enhanced eBooks elicited more NCR exchanges due
to games/hotspots
These interactive aspects tended to not take away
from amount of CR exchanges
Limitations
Small sample size
Co-reading coding unreliable
Difficult to control for the differences between the
two eBooks
Future Directions
Partner with eBook designer to create one eBook
that has both compatible and distracting games
Further investigate effects of co-reading on children’s
learning from eBooks
Parents trained on effective co-reading vs. do not
communicate 
(Strouse, O’Doherty, & Troseth, 2013)
Acknowledgements
Thank you to…
Dr. Georgene Troseth
Graduate student Colleen Russo
Dr. Megan Saylor
Research assistants in Early Development Lab
VUSRP
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Dive into the world of enhanced eBooks and their effect on children's learning. Discover the pros and cons, conflicting findings, research questions, and design strategies related to enhanced eBooks. Explore the role of compatible versus distracting games in improving literacy levels and engagement in young readers.

  • eBooks
  • Childrens Books
  • Literacy Development
  • Interactive Learning
  • Educational Technology.

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  1. A Closer Look at Enhanced eBooks: Compatible Versus Distracting Games Julia Hrobon Under the Direction of Dr. Georgene Troseth

  2. What is an eBook? Electronic books that can be read on computers, smartphones, tablets, etc. Two types of eBooks: basic and enhanced

  3. Current Literature: Pros Pros: Can improve emergent literacy levels when games or dictionary are included (Korat & Shamir, 2008) Young children are more engaged reading an eBook than print book (Chiong, Ree, & Takeuchi, 2012)

  4. Current Literature: Cons Cons: Children who read an eBook + games Remember less of the story than eBook games Much less than those who read a print book (deJong & Bus, 2002) As reading tools Basic eBooks and print books similarly effective Enhanced eBooks less so (Chiong, Ree, & Takeuchi, 2012) Example of problematic enhanced eBook

  5. Why the Conflicting Findings? Past research may have looked at most extreme kinds of enhanced eBooks All enhanced eBooks might not be bad for learning; some poorly designed to promote literacy development Compare eBooks with compatible versus distracting games

  6. Research Question & Prediction Research Question: Does the quality of an enhanced eBook s interactivity affect how much a child learns from the story? Does co-reading play a role in children s learning from the eBook? Prediction: Reading comprehension and story vocabulary will be strong for eBooks with compatible games, weak for eBooks with distracting games

  7. Design Strategy One enhanced compatible story, one enhanced distracting story Problem with two eBooks: More differences between books than just interactivity Created basic versions of enhanced eBooks Became baseline of comparison Compatible story Distracting Story

  8. Revised Prediction Children who read an enhanced compatible eBook will learn more vocabulary words and remember more from the story than those who read the basic version Children who read an enhanced distracting eBook will learn less vocabulary and remember less from the story than those who read the basic version Demonstration of Prediction: Parker Penguin When I Grow Up

  9. Method Participants: 29 children, 51-71 months Two-day study, each visit 2-3 days apart Four conditions: Enhanced Compatible PP, Basic PP, Enhanced Distracting WIGU, Basic WIGU 8 children in BC Condition, 7 each in the other three conditions Procedure: Pretest: Story Vocabulary Assessment Read eBook Posttest Co-reading

  10. Pretest: Vocabulary Assessment Measures what words child already knows before reading story 18 cards total 2 practice 8 from each story Left card: compatible story ( down ), Right card: distracting story ( professions )

  11. Read eBook 2 times on first day, 1 time on second day Child and parent read together narrated story Top pictures: compatible story, bottom pictures: distracting story

  12. Posttest Vocabulary Assessment: measures what words child learned from story Reading Comprehension: measures what child remembers from story Peabody Picture Vocabulary Test (PPVT): measures child s general vocabulary knowledge

  13. Co-Reading Content-Related Exchanges Non-Content Related Exchanges Parent label object/define word Parent/Child tells other to turn page/press narration Parent/Child prompts with questions related to text Point out games/hotspots Parent asks child to discuss book from own experiences Other labeling/pointing that is irrelevant to the story line Parent/Child comments about story Off-topic conversation

  14. Prediction Revisited Compared with basic versions, reading comprehension and vocabulary acquisition strong for eBook with compatible games, weak for eBook with distracting games

  15. Results: Vocabulary No significant condition difference in the number of vocabulary words learned from the story they read (F(3, 25) = 1.025, p = 0.399) Vocabulary Acquisition: Distracting (WIGU) Vocabulary Acquisition: Compatible (PP) 1 1.5 0.8 1 0.6 0.4 0.5 0.2 0 0 Basic Enhanced Basic Enhanced

  16. Results: Reading Comprehension No significant difference between story comprehension with or without games for both compatible stories (t(13) = 0.337, p = 0.742) and distracting stories (t(8.248) = -0.608, p = 0.559) 10 8 6 Basic Enhanced 4 2 0 Compatible Distracting

  17. Results: Co-Reading Compatible (PP) NCR: Significant difference between basic (M = 6.000, SD = 3.899) and enhanced (M = 20.833, SD = 12.384); t(5.981) = -2.799, p = 0.031, d = -1.615) CR: No significant difference between basic (M = 48.167, SD = 33.102) and enhanced (M = 21.833, SD = 19.385); t(10) = 1.681, p = 0.124, d = 0.971) 70 60 50 Non-Content- Related Content- Related 40 30 20 10 0 Basic Enhanced

  18. Results: Co-Reading Distracting (WIGU) NCR: Significant difference between basic (M = 9.14, SD = 6.203) and enhanced (M = 44.60, SD = 38.991) (t(10) = -2.410, p = 0.037, d = -1.270) CR: No significant difference between basic (M = 42.71, SD = 38.431) and enhanced (M = 23.40, SD = 23.362) (t(10) = 1.044, p = 0.321, d = 0.607) 50 40 Non-Content Related Content- Related 30 20 10 0 Basic Enhanced

  19. Discussion Interactivity in these enhanced eBooks did not affect how many new words children learned from story Interactivity in these enhanced eBooks did not affect how much children remembered from story Enhanced eBooks elicited more NCR exchanges due to games/hotspots These interactive aspects tended to not take away from amount of CR exchanges

  20. Limitations Small sample size Co-reading coding unreliable Difficult to control for the differences between the two eBooks

  21. Future Directions Partner with eBook designer to create one eBook that has both compatible and distracting games Further investigate effects of co-reading on children s learning from eBooks Parents trained on effective co-reading vs. do not communicate (Strouse, O Doherty, & Troseth, 2013)

  22. Acknowledgements Thank you to Dr. Georgene Troseth Graduate student Colleen Russo Dr. Megan Saylor Research assistants in Early Development Lab VUSRP

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