Electronic Books
Electronic Storybooks
The best traditional books contain illustrations that stimulate
the readers' interest, help explain features of the text,
or extend the readers' understanding. Electronic books often
contain static illustrations that serve these purposes, too.
But multimedia technology makes it possible to enhance books
with animation, sound effects, and music. These enhancements
could be a boost to readers' comprehension by providing multiple
representations of a concept or by offering a means to illustrate
difficult ideas independent of challenging language.
Clever and engaging animation is a big selling point in many
of the electronic storybooks now on the market. However, not
all illustrations and animations are equally effective at
promoting text comprehension. In some cases, enhancements
may prove more distracting than instructional. In two studies
of second graders, half of whom were learning disabled, we
(Okolo, in preparation; Okolo & Hayes, 1996) found that
students spent almost four times longer reading and exploring
an electronic story when it contained extensive animation
than they did listening to and asking questions of an adult
who read them a comparable story. Furthermore, we found that,
even when prompted, students made minimal use of electronic
book features that are hypothesized to support word recognition
and facilitate reading comprehension. Despite the time spent
with the highly animated electronic books, students' comprehension
of them, as measured by responses to questions about the story's
main idea and details, was poorer than their comprehension
of adult-read stories or of less animated electronic books.
Upon further analysis, we found that a significant proportion
of the animation sequences in one highly animated story actually
led students to draw erroneous conclusions about the text.
Lewis (1999) reported similar findings among a sample of
6 students with learning disabilities. Observations of these
students as they used a variety of electronic storybooks showed
that 43% to 70% of their time was spent in non-reading activities,
such as investigating animation or playing games. Perhaps
as a consequence, students in this study did not make appreciate
gains in reading skills. In a second study, Lewis provided
varying levels of support to electronic storybook readers
and found that increasing the instructional demands associated
with storybook reading (e.g., requiring that students read
each page and 3 individual words per page to a predetermined
criteria) resulted in increased word recognition gains.
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