CFP last date
20 January 2025
Reseach Article

Digital Storytelling Makes Reading Fun and Entertaining

by Ariffin Abdul Mutalib, Nurulnadwan Aziz, Zatul Amilah Shaffiei
International Journal of Computer Applications
Foundation of Computer Science (FCS), NY, USA
Volume 18 - Number 1
Year of Publication: 2011
Authors: Ariffin Abdul Mutalib, Nurulnadwan Aziz, Zatul Amilah Shaffiei
10.5120/2248-2878

Ariffin Abdul Mutalib, Nurulnadwan Aziz, Zatul Amilah Shaffiei . Digital Storytelling Makes Reading Fun and Entertaining. International Journal of Computer Applications. 18, 1 ( March 2011), 20-26. DOI=10.5120/2248-2878

@article{ 10.5120/2248-2878,
author = { Ariffin Abdul Mutalib, Nurulnadwan Aziz, Zatul Amilah Shaffiei },
title = { Digital Storytelling Makes Reading Fun and Entertaining },
journal = { International Journal of Computer Applications },
issue_date = { March 2011 },
volume = { 18 },
number = { 1 },
month = { March },
year = { 2011 },
issn = { 0975-8887 },
pages = { 20-26 },
numpages = {9},
url = { https://ijcaonline.org/archives/volume18/number1/2248-2878/ },
doi = { 10.5120/2248-2878 },
publisher = {Foundation of Computer Science (FCS), NY, USA},
address = {New York, USA}
}
%0 Journal Article
%1 2024-02-06T20:05:10.801572+05:30
%A Ariffin Abdul Mutalib
%A Nurulnadwan Aziz
%A Zatul Amilah Shaffiei
%T Digital Storytelling Makes Reading Fun and Entertaining
%J International Journal of Computer Applications
%@ 0975-8887
%V 18
%N 1
%P 20-26
%D 2011
%I Foundation of Computer Science (FCS), NY, USA
Abstract

This paper reports on an ongoing study, which determines whether digital storytelling is fun and entertaining. Since the digital storytelling has attracted research attention, children’s experience with regards to fun and entertaining when interacting with it should be studied, because they are the generation to utilize the technology. Hence, this study is carried out. This paper starts with some discussions on the background. It highlights the history of reading materials and their chronology. Also, some previous studies on fun and entertaining are reviewed. Then the activities involved in this study are described, including the development of digital storytelling that adapts the user-centered design approach. Further, a user test of the digital storytelling is elaborated including the results obtained. Next, the results are discussed in relation with the experience, before the conclusion section follows at the end. It was found that digital storytelling is really entertaining and invoking fun.

References
  1. Norshuhada, S. & Landoni, M., “Children's e-book technology: devices, books and book Builder”, International Journal of Information Technology in Childhood Education Annual, 2003.
  2. Carvajal, D. 1999. Racing to convert books to bytes. The New York Times. (Dec. 1999).
  3. Preece, J., Rogers, Y., and Sharp, H. 2007 Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons, Ltd.
  4. Cooper, A., Reinmann, R., and Cronin, D. 2007 About Face 3: The Essentials of Interaction Design. Wiley Publishing Inc.
  5. Sobihatun-Nur, A. S., Asmidah, A. and Ariffin, A. M. 2006. Comparing different types of e-book reader. In Proceedings of International Conference of Computing and Informatics.
  6. Landoni, M. 1997 The Visual Book System: A Study of the Use of Visual Rhetoric in the Design of Electronic Books. Doctoral Thesis. University of Strathclyde.
  7. Norshuhada, S., Landoni, M., Gibb, F. and Shahizan, H., “E-books technology and its potential applications in distance education”, Journal of Digital Information, 2003, in British Computer Society and Oxford University Press.
  8. Baloian, N., Berges, A., Buschmann, S., Gaßner, K., Hardings, J., Hoppe, H.U. and Luther, W. 2002. Documant management in a computer integrated classroom. In Proceedings of CRIWG and 8th International Workshop on Groupware.
  9. Malone, T.W. 1980. What makes things fun to learn? heuristics for designing instructional computer games. In Proceedings of the Joint Symposium of 3rd SIGSMALL and 1st SIGPC Symposium on Small System.
  10. Wiberg, C. 2005. Usability and fun: an overview of the relevant research in the HCI community. In Proceedings of the CHI Workshop on Innovative Approaches to Evaluating Affective Interfaces.
  11. Kaye, J.J. 2007. Evaluating experience-focused HCI. In Proceedings of CHI 2007.
  12. Wolf, M.J. 1999 The Entertainment Economy. Penguin Books.
  13. Ariffin, A.M. and Norshuhada, S. 2009. Entertaining and fun: experience-focused e-learning material. In Proceedings of the International Conference on Computing and Informatics.
  14. Barnum, C.M. 2002 Usability Testing and Research. Pearson Education, Inc.
  15. Carroll, J.M. and Thomas, J.C. 1988. Fun in SIGCHI Bulletin.
  16. Wickens, C. D., Gordon, S. E., and Liu, Y. 1998 An Introduction to Human Factors Engineering. Addison-Wesley Educational Publishers Inc.
  17. Kwon, H.S. and Chidambaram, L. 2000. A test of the technology acceptance model: the case of cellular telephone adoption. In Proceedings of the 33rd Hawaii International Conference on System Sciences.
  18. Dix, A., Finlay, J., Abowd, G. D., and Beale, R. 2004 Human-computer Interaction. Pearson Education Ltd.
  19. Evans, E.A. 1993. A modular design for user satisfaction assessment. In Proceedings of 21st ACM SIGUCCS.
  20. Harrison, A.W. and Rainer Jr, R.K. 1996. A general measure of user computing satisfaction in Computers in Human Behavior.
  21. Mahmood, M.A., Burn, J.M., Gemoets, L.A. and Jacquez, C., “Variables affecting information technology end-user satisfaction: a meta-analysis of the empirical literature” International Journal of Human-Computer Studies, 2000.
  22. Chin, W.W. and Lee, M.K.O. 2000. A proposed and measurement instrument for the formation of IS satisfaction: the case of end-user computing satisfaction. In Proceedings of International Conference on Information Systems.
  23. Lindgaard, G. and Dudek, C. 2003. What is this evasive beast we call satisfaction? Interacting with Computers.
  24. Berry, D. 2000. The User Experience: The Iceberg Analogy of Usability. Retrieved August 19, 2007 from http://www.ibm.com/developerworks/web/library/w-berry/?dwzone=web
  25. Wright, P., McCarthy, J. & Marsh, T. 2000. From Usability to User Experience. A British HCI Group One-Day Meeting on: Computers and Fun 3. Retrieved August 19, 2007 from http://www-users.york.ac.uk/~am1/C&F3abs.PDF
  26. Monk, A., Hassenzahl, M, Blyth, M., and Reed, D. 2002. Funology: designing enjoyment. In Proceedings of CHI.
  27. Lera, E.D. and Garreta-Domingo, M. 2007. Ten emotion heuristics: guidelines for assessing the user’s affective dimension easily and cost-effectively. In Proceedings of the 21st BCS HCI Group Conference.
  28. Malone, T.W. 1981 What makes computer games fun in Byte.
  29. Malone, T.W. 1984. Heuristics for designing enjoyable user interfaces: lessons from computer games. In Thomas, J.C. and Schneider, M.L. (Eds), Human Factors in Computer Systems. Ablex Publishing Corp.
  30. Amory, A., Naicker, K., Vincent, J., and Adams, C., “The use of computer games as an educational tool: identification of appropriate game types and game elements”, British Journal of Educational Technology, 1999.
  31. Pinhanez, C., Karat, C., Vergo, J., Karat, J., Arora, R., Riecken, D., and Cofino, T. 2001. Can the web be passive? In Proceedings of International WWW.
  32. Karat, C., Pinhanez, C., Karat, J., Arora, R., & Vergo, J. 2001. Less clicking, more watching: results of the iterative design and evaluation of entertaining web experiences. In Proceedings of Interact’2001.
  33. Asgari, M., and Kaufman, D. 2004. Relationships among computer games, fantasy and learning. In Proceedings of Educating Imaginative Minds, 2nd Annual Conference on Imagination and Education.
  34. Neal, L., Miller, D., and Perez, R. 2004. Online learning and fun. eLearn Megazine.(Sept 2004).
  35. MacFarlane, S., Sim, G., and Horton, M. 2005. Assessing usability and fun in educational software. In Proceedings of the 2005 Conference on Interaction Design and Children.
  36. Malone, T.W. and Lepper, M.R. 1987 Making learning fun: a taxonomy of intrinsic motivations for learning in Snow, R.E & Farr M.J. (Eds.) Aptitude, Learning, and Instruction. Lawrance Erlbaum.
  37. Sanders, M. and Ayayee, E. 1997. Engaging learners in computer aided learning: putting the horse before cart. In the Proceedings of ASCILITE 97.
  38. Perry, T.L. 2001. Evaluating Multimedia. Retrieved December 13, 2007 from http://pro-ductivity.com/evalmm.htm
  39. Carroll, J.M. 2004. Beyond fun in Interactions.
  40. Pikkarainen, T., Pikkarainen, K., Karjaluoto, H. and Pahnila, S. 2004. Consumer acceptance of online banking: an extension of the technology acceptance model in Internet Research
  41. Mandryk, R.L., Inkpen, K.M. and Calvert, T.W., “Using psychophysiological techniques to measure user experience with entertainment technologies”, Journal of Behaviour and Information Technology, 2006.
  42. Chesney, T., “An acceptance model for useful and fun information systems”. An Interdisciplinary Journal on Human in ICT Environments, 2006.
  43. Garzotto, F. 2008. Broadening children’s involvement as design partners: from technology to experience. In Proceedings of 7th International Conference of Interaction Design and Children.
  44. Nielsen, J., Clemmensen, T. and Yssing, C. 2002. Getting access to what goes on in people’s head?: reflections on the think-aloud technique. In Proceedings of the 2nd Nordic Conference on Human-Computer Interaction.
  45. Ariffin, A.M., Mohd-Helmy, A.W. and Norshuhada, S. Measures for Entertaining and Fun-Of-Use. MASAUM Journal of Survey and Reviews, 2009.
  46. Ariffin, A.M., Digital Storytelling: An Easy-to-create Usable Information Conveyor. Journal of Information Technology Review, 2010.
Index Terms

Computer Science
Information Sciences

Keywords

Digital storytelling Children Usability Fun Entertaining