AD ALTA
JOURNAL OF INTERDISCIPLINARY RESEARCH
creativity. It is well known that learning will become more
effective when stimulating multi-sensory organs as opposed to
single sensory organs. Studies also have shown that there is
significant difference between the use and non-use of
audiovisual material in teaching and learning (see Educational
entertainment).
The effectiveness of audiovisual education can be maximized
when it combines with constructivist teaching method.
Constructivism views learning as an active process. The earliest
proposer of constructivism can be traced back to Swiss
psychologist J. Piaget who is an influential psychologist in the
field of cognitive development. Piaget's theory is characteristic
of materialist dialectics. He studied the cognitive development of
children from internal and external causes. From his point of
view, children gradually build up knowledge of outside world by
interacting with their environment. “The child, at first directly
assimilating the external environment to his own activity, later,
in order to extend this assimilation, forms an increasing number
of schemata which are both more mobile and better able to
intercoordinate” (Piaget,1955). Through this process, their
cognitive structure develops. Piaget(1983) said, children do not
simply mimic everything that is part of the external environment,
but rather that developing and learning is an ongoing process and
interchange between individuals and their surroundings, a
process through which individuals develop increasingly complex
schemas. Constructivism holds the belief that knowledge is not
given but gained through direct experience in the real world, that
learning occurs when learners have an active participation in the
process of learning. According to this perspective on teaching,
"the learning process of knowledge is also the construction
process of knowledge; students are the main body of learning
activity and they construct knowledge on their own initiatives;
teachers are the helpers and the drivers for students constructing
knowledge" (Jia,2010).
According to Bloom’s taxonomy (Bloom et al,1956), more than
75% of the knowledge a learner learned can be retained if the
learner actively participate in the process of learning.
Constructivist teaching technique has been adopted by many
instructors in recent years. In current educational settings, the
concept of constructivism has begun to penetrate teaching
practice based on digital technology and multimedia.
2 Features of Children’s E-books
In this paper, e-books refer to e-books for children. A children's
e-book is an e-book designed specifically for children. In
addition to the general characteristics of an e-book, a children’s
e-book also has its own peculiar characteristics as far as its
content and form are concerned. Firstly, the content, the written
text, animation and oral reading are designed according to the
child's cognitive level. The story setting, events and the
characters are affinitive to children’s lives and experiences and
the music and sound effects help create a joyful atmosphere. The
pictures and the multimedia amuse children in the process of
reading. In the operation of the device, clear instructions
facilitate a natural and harmonious interaction between children
and an e-book, so that children can operate it independently. In
other words, a children’s e-book includes three aspects. First of
all, it is still a book in essence so it has a book’s basic
characteristics. It contains table contents, pages, structure,
chapters. Secondly, it is different from the traditional printed
book. It is an e-book -a product of modern technology- it needs
to be read through an electronic screen which contains
multimedia and interactive hotspots. Thirdly, it is an age-
oriented product and is designed especially for young children so
that it is different from the adult e-books.
Generally speaking, there are mainly two types of children’s e-
book according to the function an e-book contains. The main
feature of children’s e-books is the function of reading-aloud,
which adult e-books do not possess. There are also buttons on
each page of a children’s e-book, which when pressed a recorded
voice will be heard. The first type of e-book is basic one
characterized by the function of read-aloud and a series of static
graphics. This kind of e-book is adapted according to a
corresponding printed book as the content in each page of the e-
book is in line with that in the paper publication.
The second type of e-books, which is our focus of discussion in
this paper, is more advanced than the first type as it contains the
above mentioned features as well as other interactional
functions. The second type of children’s e-books contains
animations that bring the story to life. Users can activate the
animation to enjoy a fun experience of reading. By clicking on
the character or an object on the screen, children can hear a
conversation, and they can complete the reading by role play, or
communicate with the characters in e-books. This virtually
simulative technology not only endows learning with
edutainment, but also helps promote language skills and
comprehension. A study by Verhallen, Bus, & de Jong, (2006)
shows that children’s narrative comprehension and language
skills gained more improvement by using an e-book with
animation than that with a static picture. The authors concluded
that e-books with multimedia features (video, sounds, and
music) have a potential to support language literacy. In the same
vein, studies by Korat, et al ( 2014) show that reading an e-book
with a dynamic dictionary is more effective in enhancing
children’s ability to explain new words compared to reading an
e-book with a static dictionary.
An additional feature of the advanced children’s e-books is its
built-in educational game. This does not mean that students
engage in the games only for fun, these games have educational
value. Computer games can serve for knowledge development,
sense development and thinking development
(Dostál&Basler,2015). The games in children’s e-books often
take on in form of raising questions about texts. The questions
will become more difficult when the level of learning increases.
Children are expected to answer the questions before further
reading. If they can provide a correct answer, they will get
rewards. Students would like to learn when their motivation and
curiosity about something is lightened. This teaching–learning
technique encourages children’s learning as most children strive
to get more and more rewards. Many recent research articles
postulate education and gaming can be joined to provide
academic benefits (Paraskeva,2010). Ongoing researches that
have included the last 20 years of educational findings have
proven that digital games can be educational (Van Eck ,2006)
It is worth to mention that the hidden hotspots which are devices
embedded on the screen intended to provide additional
information about the text, character, words, themes, or provide
entry into games and other activities, is another attractive
function of children’s e-books (Korat, et al 2014). Most of the
interactional type of children’s e-books includes the hidden
hotspots. By clicking on a glowing word, the word will be
explained by the image of a figure or animation emerging on the
screen, which helps to sustain longer memory and promote the
text’s understanding. This function is something that written text
does not possess.
With the development of children’s e-books, the interactional
function in it will be reinforced in the future, which makes
reading more like watching a movie or playing a game. Some
scholars worry about that a children’s e-book is more like a tool
of entertainment rather than a tool of learning. The fact is, we
must bear in mind that the way young children learn is different
from students of any other age; they are inspired by fun learning.
Making learning closely connected to playing games is a wise
way to encourage children’s learning. Reading an e-book with
interactional function makes children feel like they’re watching a
movie or playing a game, which fully endows children’s e-book
characteristics of “edutainment”. The so called “edutainment” is
media designed to educate through entertainment (see
Educational entertainment). In other words, it means using
audiovisual materials to make learning in the form of a story or
playing games. Edutainment is a combination of education with
entertainment, aiming to make learning more funny and
enjoyable by integrating entertainment into the process of
learning. It takes into account learning and teaching methods
- 54 -