This paper was posted on the LD Online website, http://www.ldonline.org, as part of the October 1998 Focus on Technology. Permission to reprint is granted to the Georgia Advocacy Office for noncommercial use by the author.
Reading Software for Students with Learning Disabilities:
Hypermedia-Based Children's Literature
Rena B. Lewis, Ph.D.
Project Director, Project LITT
San Diego State University
The fourth grade boy sits at the computer ready to read his book. It is a CD-ROM
program, a "talking storybook." He starts the program and turns to
the first page of the story. The screen comes alive with color, sound, animation,
and speech. The characters in the illustrations move and speak as the narrator
reads the text aloud. Then, it's the boy's turn to interact with the text and
graphics. "Neat," he says.
Hypermedia-based children's literature programs, sometimes called "talking
storybooks," are one of the most popular types of software today. These
programs read stories aloud to students in realistic digitized speech, colorful
graphics accompany the text, and students often can interact with both text
and graphics. Examples are the programs in series such as Living Books, Disney's
Animated Storybooks, Reader Rabbit's Reading Development Library, Discis Books,
Magic Tales, and WiggleWorks.
Project LITT, Literacy Instruction Through Technology, is a three-year research
project funded by the U.S. Office of Special Education. The overall purpose
of Project LITT is investigation of the effectiveness of hypermedia-based children's
literature software in improving the reading skills of students with learning
disabilities. This article describes the project, the body of software under
study, and preliminary results from several empirical studies. You may choose
to read the article from start to finish or jump to one of these topics:
The Potential of Hypermedia-Based Children's
Literature Software
Hypermedia-based children's literature has several potential advantages for
students with learning disabilities who are struggling to acquire basic reading
skills. First is the motivational appeal of this body of software. With its
dazzling graphics, realistic sound, and plentiful opportunities for interactions
between the learner and the task, this type of software has the capability to
capture and hold students' attention. As Erickson and Staples (1995) reported,
even students with autism respond to the attractiveness of these programs with
increased attention to the reading task. This level of motivational value may
increase the probability that reluctant readers will persevere in their interactions
with text. This would be a particularly valuable outcome because repeated readings
of the same text have been found to be of value for students with learning disabilities
(Sindelar, 1987).
Also, hypermedia-based children's literature offers students text that is speech-enhanced
and therefore cooperative (Boone, Higgins, Falba, & Langley, 1993). The
speech quality is high and, depending on the program, students may have access
to either whole-word feedback or both whole-word and segmented feedback. As
Wise and Olson (1994) pointed out, whole-word feedback appears to provide the
most support to students with severe reading problems. Segmented feedback also
appears valuable because of its positive effects upon students' phonological
decoding skills.
In addition, this software is a computer translation of children's literature.
When transformed into computer-mediated "books," the quality of the
texts and illustrations are preserved. Texts are typically heavily illustrated;
also, they are often predictable and include narrative features such as repeated
lines and rhymes. These features, like software speech enhancements, increase
the cooperativeness of the text. Comprehension is aided because of the graphical
cues and the predictability of the text. Also, if a computer-mediated book is
used as a springboard for instruction in skills such as decoding, that instruction
is easily "anchored," as Hasselbring and his colleagues (e.g., Bottge
& Hasselbring, 1993) use the term, to the student's experiences with that
piece of children's literature.
Moreover, hypermedia-based children's literature programs offer new opportunities
to students with learning disabilities whose first language is Spanish, rather
than English. Many programs allow students to hear the story read aloud in either
language; some, like the Discis Books series, provide Spanish assistance in
English word-reading tasks. Researchers such as Ruiz (1989, 1995) suggest that
the communicative competence of bilingual exceptional students can be enhanced
when the classroom context emphasizes communication, centers on students' background
knowledge and experiences, allows for student initiations and student-directed
discourse, and involves whole texts, rather than fragments. Hypermedia-based
children's literature in English and Spanish could certainly contribute to establishing
a more optimal learning environment for these students.
Finally, the vast majority of this software is general education software. Because
it is widely used in typical classrooms, it reflects the reading experiences
of typical children. Use of this software as a means to ameliorate the reading
problems of students with learning disabilities would allow them to participate
in the same types of reading activities as their peers. And, when students with
learning disabilities are educated in inclusionary settings, instruction with
talking storybooks would call less attention to their reading difficulties than
similar efforts with "special" software. Armstrong, Brand, Glass,
and Regan (1995) recognized these advantages when they included hypermedia-based
children's literature among their recommended general education software titles
for students with special needs.
It is also important to recognize that there are several potential disadvantages
to hypermedia-based children's literature software for students with learning
disabilities. First, these programs rely on discovery learning. Because they
are hypermedia, the programs do not lead the student through a carefully sequenced
series of instructional activities. Students choose their own paths through
the programs, and their interactions with text elements may be quite limited.
Unfortunately, mere exposure to text is unlikely to increase the reading proficiency
of students with learning disabilities. As observed by Lewis and Doorlag (1999),
these students "will likely require explicit instruction in skills such
as decoding" (p. 246). Thus, it is likely that students with learning disabilities
will require instructional support in order to maximize the benefits they might
derive from this type of software.
Second, the very elements of hypermedia-based children's literature that make
it appealing and motivating to young readers may decrease its usefulness for
students with learning disabilities. There is wide variation in the degree of
emphasis this software places on the reading task. In some programs, students
can virtually ignore the text and concentrate on interacting with its illustrations.
However, as Lewis (1998) points out, "10 seconds of reading followed by
10 minutes of play is not a good use of instructional time" (p. 22). In
addition, some students with learning disabilities are characterized by their
distractibility (Reid, Maag, & Vasa, 1994); poor skills in marshaling attentional
resources will not assist students as they attempt to navigate through programs
filled with highly entertaining distractions. These limitations underscore the
need for instructional support in the use of this type of software.
Third, students with learning disabilities may encounter difficulty in the use
of speech-enhanced text to support the reading process. As MacArthur and Haynes
(1995) and Wise and Olson (1994) observed, students with learning disabilities
do not consistently take advantage of the support provided by speech-enhanced
text. In Olofsson's (1992) study (as reported by Lundberg, 1995), students with
disabilities used speech supports less often than typical readers, despite the
fact that they were less skilled in the decoding process. Again, instructional
support, above and beyond the cooperative text provided by the software, is
required to optimize the benefits that students with learning disabilities may
obtain from hypermedia-based children's literature.
Fourth, because this software is designed for general education audiences, it
is geared to the interest levels of students achieving at grade level. Students
with learning disabilities, however, typically read below grade level. To match
their interest levels with their reading skills, high-interest low-vocabulary
reading materials are required. Unfortunately, there is a scarcity of high-interest
low-vocabulary reading software in the talking storybook format.
In summary, hypermedia-based children's literature has many potential advantages
for improving the reading performance of students with learning disabilities.
It is appealing general education software that presents high quality children's
books in an interactive format. In addition, it includes a variety of features
that support the reading process including graphical cues, predictable text,
and speech enhancements in both English and Spanish.
However, there are potential drawbacks and many of these center around the interactive
nature of this type of software. Because it is hypermedia-based, the student
directs the flow of interactions with the text and other elements of the program.
However, interactive graphics may compete with text for students' attention.
And, when students do attend to the text, they may fail to take full advantage
of the speech enhancements available to support them in the reading process.
Students with learning disabilities may lack the strategies needed to successfully
negotiate hypermedia-based children's literature software in order to improve
their reading skills.
At present, it is unclear whether the potential advantages of hypermedia-based
children's literature as an instructional tool for students with learning disabilities
outweigh its possible disadvantages. Final judgments must be postponed until
research evidence becomes available. Project LITT's purpose is to gather the
data needed to determine the instructional usefulness of talking storybooks
for students with learning disabilities.
The Software Search: What's Available?
In order to study the effectiveness of hypermedia-based children's literature,
Project LITT began by conducting a nationwide software search. The goal was
to identify and evaluate all commercially available talking storybook programs.
As of October 1998, we have located more than 300 titles. (Software Profiles
for each of these programs are available on the Project LITT website, described
later in this article.) Project staff reviewed each program, story texts were
evaluated for readability, and students with learning disabilities and their
teachers critiqued a sample of representative programs. Programs were included
in the collection if they were CD-ROM based, they included text, and that text
could be read aloud. Excluded were programs with nonfiction text (e.g., science,
social studies) and those with estimated readability levels higher than grade
8.
The first major conclusion that can be drawn from the software search is that
there is a large number of talking storybook programs currently available. In
planning the project, we had estimated that 50 to 75 such programs existed;
our estimates were clearly too low. In 1996-97, more than 250 programs were
identified; in the next year, approximately 50 additional programs were located.
However, the rate at which new programs appear on the market seems to be slowing;
in the summer of 1998, for example, fewer than 5 new programs were published.
The second major conclusion from the software search is that this body of software
is extremely heterogeneous. Talking storybooks vary in several ways including
their length, difficulty level, and the types and numbers of opportunities they
provide to students to interact with text, graphics, and activities. The paragraphs
that follow describe the body of software in an attempt to point out the areas
in which variability occurs along with some of the commonalities among programs.
Titles. All types of stories are available in CD-ROM format. Some talking
storybooks are software adaptations of award-winning children's books, others
are traditional children's stories and fairy tales, and some are new texts especially
written for the software format. Several duplicate titles were located in the
software search, and the most common were traditional tales such as Jack and
the Beanstalk and Goldilocks and the Three Bears.
Computer platform and price. Most talking storybook CD-ROMs
(72%) are dual platform, i.e., available for both Windows and Macintosh computers.
Most are relatively inexpensive (less than $50) (79%). Prices do vary, however,
from programs costing less than $20 to one multi-CD-ROM instructional package
costing almost $2,000.
Intended market. Talking storybooks are produced for both home
and school markets. Home programs tend to be less expensive, more likely to
include many opportunities for interactions with graphics, and more likely to
contain game activities. School programs, in contrast, typically offer instructionally
relevant features such as glossaries, word processing activities, and reading
skill lessons.
Length of stories. There is enormous variability in the length
of on-screen stories. Some stories are very brief, including fewer than 50 words.
Others contain texts of more than 12,000 words.
Availability of print books. About one-fourth of programs (27%)
include a print book along with the CD-ROM. However, there are often differences
in the text and illustrations between the print and software versions. In many
cases, the on-screen story is a shortened version of the original book. For
example, the Living Books CD-ROM Stellaluna contains 343 words whereas the print
book contains 1,201.
Estimated readability level. The readability level of the on-screen
text may be different from the print book, and it may also be inconsistent with
the age or grade levels recommended by the publisher. We used the Grammatik
program to compute estimated Flesch-Kincaid readability levels for all stories
in the Project LITT collection. Estimated reading levels ranged from grade 1
through grade 8. On-screen stories were fairly equally distributed between the
grade 1-2 range (28%), the grade 3-4 range (39%), and the grade 5-6 range (27%).
Age-appropriateness. The age-appropriateness of programs is
related not only to readability but also to factors such as story content and
the program's appearance. Stories that are likely to interest and appeal to
younger elementary grade students may be written at higher grade levels. For
example, Winnie the Pooh and the Honey Tree, one of the programs in Disney's
Animated Storybook series, is recommended by the publisher for ages 3 to 8;
its estimated readability level is grade 7. Also, some programs incorporate
music, cartoon characters, and children's voices that make them most appropriate
for young students, even though the story content and reading levels may make
more sense for older students.
Availability of languages other than English. Some talking
storybooks are bilingual or multilingual (23%). When languages other than English
are available, Spanish is the most common although some books provide French,
German, and Japanese versions. In some multilingual programs, the story appears
in its entirety in each language addressed. For example, there may be a version
of the story in English and a separate version in Spanish. However, some programs
provide only limited support in a language other than English. For example,
students may be able to click on a word in the English text to hear (but not
see) its Spanish translation.
Text interactivity. The programs in the Project LITT collection
allow students to interact with the text and hear that text read aloud (programs
without that feature were excluded). In all programs, students can hear the
entire on-screen "page" read aloud. In more than half of the programs
(56%), students can also hear individual words read aloud, and these programs
were rated "high" in text interactivity.
Interactivity with graphics. Much more variability among programs
was seen in the amount of graphics interactivity. The range extended from programs
with no opportunities for interactions with graphics to those with literally
dozens of opportunities ("hot spots") on each "page." Thirty-eight
percent of the talking storybooks offered no opportunities for interactions
with graphics, and these tended to be programs designed for school markets (e.g.,
WiggleWorks, Multimedia Literature). In 17% of programs, there were more than
15 "hot spots" per page, on average; these programs were rated "high"
in graphics interactivity. In most cases, students clicked on hot spots to see
animations of the graphics and hear speech, music, and/or sound effects. In
some program series (e.g., Discis Books, Top Hat Tales), clicking on a hot spot
produces a picture label. For example, if the student clicks on the picture
of a duck within the story illustration, a label with the word "duck"
appears and the word is pronounced.
Features and activities. Many talking storybook programs offer features and activities that support the development of literacy skills. The most typical literacy activity is a word processing feature, provided by 55% of the programs. Reading mini-lessons or activities were found in 38% of programs and word definitions and/or glossaries in 38%. Programs designed for the home market were more likely to contain games and activities such as matching, concentration, mazes, and the like. For example, Hunchback of Notre Dame, one of the titles in Disney's Animated Storybook series, contains five activities including arcade-type games such as "Gargoyles vs. Soldiers" and "Climbing Down the Walls."
Teachers' and Students' Views of Talking Storybook
Software
Students with learning disabilities and their teachers were asked to view representative
talking storybook programs and share their views on the usefulness of these
programs for improving reading skills. Focus group discussions were held with
42 special education teachers and 13 students with learning disabilities.
Students' Views
The students with learning disabilities who participated in the focus groups
were in grades 2 through 7. Students were very enthusiastic about the talking
storybook programs they viewed. All liked the programs and, when asked what
they liked best, students identified features related to the interactivity of
the software. For example, several students commented on the animated graphics
that brought story illustrations to life. One sixth grade girl said, "It
looked like it was really happening." A fourth grade boy observed, "It
moves instead of a book that just stays." Students also talked about text
interactivity. As one fourth grader said, "I can find a word and it says
it." In most cases, students were not able to identify aspects of the programs
that they did not like. However, two second graders who viewed a program with
no graphics interactivity complained that the pictures didn't move. Students
were asked whether they thought that talking storybook programs would help them
to read better. Most students felt these programs would improve their reading
skills because the story is read aloud, "it shows the words and you can
read along with it," and "you can click on a word and it will say
it."
Teachers' Views
Teachers had generally positive reactions to the talking storybook programs
they viewed during the focus group discussions. However, they were critical
of program features that they felt detracted from instructional goals, and they
had strong opinions about which features software developers should include
when designing programs to enhance students' reading skills. In addition to
pointing out that clear directions are essential for student success, teachers'
discussions centered around three main areas: the text presented in the stories,
the graphics components of the software, and program features related to instruction
and individualization.
Text considerations. Many of the programs evaluated by the
teachers were based on print books and, in some cases, the books were included
with the software package. Teachers felt this was a good practice because it
gave students the opportunity to interact with both the traditional print and
software versions of the story. Teachers preferred programs that did not deviate
substantially from the text of the book. Unfortunately, many children's books
are quite long and the text is condensed when the software version is created.
Teachers viewed programs very positively if they offered versions of the story
in languages other than English. Spanish is the language other than English
that is most often available in talking storybook programs, and the teachers
felt this choice was the best for the population of students they served. Programs
offering only English text were considered much less desirable than multilingual
programs.
Several factors related to the appearance of the text on the screen were considered
important by teachers. They preferred text styles and fonts that were familiar
to children and easy to read. They believed text should be large enough for
it to be seen easily, and there should not be too much text on any one screen
"page." The color of the text should be chosen so that the words stand
out from the background, particularly when the background is a "busy"
graphical illustration. Even more preferable is text on a plain white or neutral
background. Several teachers commented on the placement of the text on the screen.
In most cases, teachers wanted the text placed in a logical location (e.g.,
at the bottom of the screen) and preferred that text remain in the same location
from screen to screen. Teachers particularly liked programs where the on-screen
displays resembled books (e.g., the Reader Rabbit's Reading Development Library
Series).
Teachers preferred programs where the text is highlighted as it is read aloud. In general, teachers wanted text highlighted either word by word (to direct learners' attention to individual text elements) or phrase by phrase (to encourage more fluent reading and better comprehension). Less desirable were programs that highlighted entire sentences or each line of text. Least liked were programs where text was not highlighted because teachers believed that students with learning disabilities would not be able to keep their place in the text. The method used to highlight text was also important. Teachers criticized programs where colored highlighting made text more difficult to see.
In all of the programs that teachers reviewed, the text on the screen was read
aloud. Teachers considered this feature essential for instruction but voiced
some concerns. Although teachers wanted the programs to move along at a brisk
pace to keep students' interest, one common complaint was that the narrator
read too quickly. Teachers feared that students would have difficulty keeping
up and would become lost. Teachers preferred narrators who read with expression
and criticized those with monotone or "boring" voices. Also, teachers
felt that juvenile or "babyish" voices would be unattractive to older
students.
Most programs viewed by the teachers allowed students to hear the text read
aloud again (after the narrator had read the page in its entirety). Teachers
liked this capability, particularly when students were able to select individual
words rather than sentences, paragraphs, or the entire selection on the page.
Also highly rated were programs that provided information about word meanings.
Included in the software sample were examples of programs that offered definitions
and explanation of words in a variety of modes including text, text accompanied
by speech, multimedia presentations with brief video clips, drawings or illustrations
(for nouns), and animated graphics sequences (for verbs).
Teachers were very sensitive to the content of the story, its value as literature,
its appeal to students, and its fit with the goals of the curriculum. Several
programs were praised for their inclusion of diverse groups and their multicultural
themes. Teachers also carefully examined the structure of the language used
in the stories, and those working with less able readers favored predictable
and repetitive texts and ones that included rhyming words and high frequency
vocabulary.
One major concern was the appropriateness of the programs given the discrepancy
between their students' ages and the grade levels at which they were able to
read. Teachers criticized stories they perceived as too juvenile in content.
They were also concerned that the reading level of some stories might be too
high. The stories in the programs reviewed by teachers ranged in readability
level from grade 1 to grade 6. However, even some of the stories with the lowest
readability levels were considered too difficult for some elementary grade students.
Considerations related to graphics. Teachers evaluated the
illustrations accompanying the stories in terms of their appeal to students,
age appropriateness, and general quality. Teachers expressed individual preferences
for some illustrations; for example, some professionals liked more realistic
depictions of the characters in the story rather than cartoon-style drawings.
Teachers were particularly concerned that illustrations not be too "primary"
and that the age level to which they appealed be congruent with the content
of the story and the readability of the text.
The programs that teachers viewed ranged from those with no capacity for interaction
with the graphics on the screen to others with very large numbers of interaction
opportunities. One way to quantify this is by the numbers of "hot spots"
per screen. A hot spot is a screen location which, when selected by a student,
produces some type of result. Examples are: (a) the appearance of a picture
label (e.g., the word "dog" appears next to a graphic of a dog and
the word is read aloud), (b) a short animation sequence involving one of the
objects on the screen and sound effects (e.g., a flower sways to music or a
dresser drawer opens and bangs shut), and (c) a more prolonged animation sequence
in which characters in the story move, speak, and interact accompanied by sound
effects and/or music. The programs used in the demonstrations varied from some
with no hot spots to those with more than 40 hot spots per screen, on average.
On one hand, teachers were enthusiastic about programs with interactive graphics
because they felt they'd be highly motivating to students. Comments included
"It makes learning fun," "Grabs kids," and "high interest
level." On the other hand, teachers were highly critical of programs that
contained "too many" hot spots and those where selecting the hot spots
disrupted the continuity of the story. Teachers seemed to prefer programs in
which the graphical interaction related to the story (e.g., The Living Books
Series), the interactions retold the story (Reader Rabbit's Reading Development
Library), or the interactions were simple picture labels rather than animation
sequences (e.g., Top Hat Tales, Discis Books). Teachers also liked the WiggleWorks
series which offers no graphics interactions. As one teacher remarked, "I
like that this focuses on actually teaching reading."
Another concern raised by teachers related to long action sequences that preceded
and/or followed the oral reading of the text on the screen. Most felt that,
although these sequences related to the story, they distracted students from
the reading task.
Other considerations. Three other areas were repetitive themes
in teachers' discussions of the programs: games and other activities, instructional
features of the programs, and options for individualization.
In general, teachers were not impressed with games and other types of activities
embedded within the stories. They felt they disrupted the continuity of the
story line and, although entertaining, were too much of a distraction. Most
criticized was the Disney's Animated Storybooks series designed for use at home,
not school. Teachers' observations included "Too 'gimmicky,'" "more
for entertainment than education," and "students would go to game
before choosing to read text on their own."
The instruction-related features of the programs typically were adjunct activities
which students (or their teachers) could choose to select. Overall, teachers
were pleased with these features and felt they contributed to the educational
value of the programs. Most common were writing activities such as "blank
books" where students could write and illustrate a story. Also available
were more structured writing tasks such as the letter writing activity in Reader
Rabbit's Reading Development Library (students choose sentence endings) or the
"Let Me Write" activity in Arthur's Reading Race from the Living Books
series (students modify sentences by selecting objects on the screen).
Teachers also liked programs that provided or collected lists of words to which
students could refer. For example, the Discis Books keep a record of each word
the student selects. The WiggleWorks programs allow students to build a "My
Words" list as they read a story, and those words can then be used in the
programs' writing activities.
Other popular features were the ability for students to tape-record their voices
as they read stories aloud (e.g., the WiggleWorks series) and activities or
options that promote comprehension skills. For example, the Reader Rabbit's
Reading Development Library series offers two comprehension features. At the
start of each story, the student selects the narrator (e.g., in "The Three
Little Pigs," a traditional storyteller, the second pig, or the wolf),
and the story then is told from the point of view of that narrator. Also available
is a Story Map activity where students put pictures of the events in the story
in order.
Art activities were available as part of the writing activities in several programs,
but teachers did not regard these as important features. However, teachers were
enthusiastic about The Art Lesson, one of two programs in MECC's Stories That
Click series. This is an autobiographical story read aloud by Tomie de Paola,
the author and illustrator. It includes 14 art activities embedded with the
story, and teachers felt these would motivate students, particularly those with
interest and talent in art. Teachers also liked the two extension activities
in the program, an interview with the author/artist and a tour of his studio,
both of which include brief video tape segments.
Teachers liked programs that gave them some control over instructional parameters
and enabled them to customize program features to the needs of individual students.
Examples of customization options available in some programs are the ability
to change the size, style, and color of text; to turn the highlighting on or
off, to modify the speed with which text is read aloud; and to determine what
portion of the text is read aloud automatically (e.g., the entire selection
or individual sentences). Unfortunately, only a few software series offer features
such as these, and no program allowed teachers to control the elements they
found most intrusive to the learning process: games embedded within the story
and the number of hot spots per page. Teachers also expressed a desire for record
keeping capabilities within programs to help in monitoring student progress;
again, no program offered this feature.
Teachers' recommendations. Teachers recommended that great
care be taken in selecting talking storybook programs for use in teaching reading
skills to students with learning disabilities. The suggestions that follow summarize
their major points:
o Talking storybooks are typically rich and engaging programs that appeal to
students, keep their attention, and motive them. However, beware of programs
with more entertainment than educational value.
o Select programs that are enhanced versions of excellent storybooks for children.
Don't settle for poor or mediocre children's literature because it is found
on a CD-ROM disc.
o Give preference to programs where the focus is on the story (rather than on
dazzling graphics, superfluous hot spots, or unrelated activities).
o Choose programs that are appropriate for students' ages in content, text,
graphics, and narration. Avoid programs where one element (e.g., the content
of the story) is clearly discrepant from another element (e.g., the graphics).
o Consider the readability level of the story and other characteristics of the
text (e.g., appearance, interactivity).
o Carefully evaluate the graphical components of the program and whether they
enhance or diminish the reading experience.
o Whenever possible, select programs that are both age-appropriate and skill-appropriate
for students.
o Select programs with useful instructional features such as writing activities;
avoid programs where game-like activities interfere with the story.
o Look for programs where teachers can control important instructional parameters
such as the size of the text and the speed at which text is read aloud.
Software Profiles: The Project LITT Website
The Project LITT website contains information about the project and Software
Profiles for the more than 300 talking storybook programs in the collection.
The address of the website is: http://edweb.sdsu.edu/SPED/ProjectLitt/
The Software Profiles are descriptions of talking storybook programs. Each Profile
contains information about the program's name and the software series to which
it belongs (if applicable); the publisher, price, and platform; the content
of the story, its estimated readability level, and actual length; language(s);
the degree to which text and graphics are interactive; navigation through the
program; and program features such as games, definitions and glossaries, and
reading and writing activities.
The sample Software Profile below describes a new program in the Living Books
series, Arthur's Computer Adventure. Please note that the underlined text in
this example is not linked. However, on the Project LITT website, underlined
text is linked so that, for example, it is possible to go directly to the websites
of software publishers.
Sample Software Profile
Title: Arthur's Computer Adventure
Series: Living Books
Publishe:r Brøderbund (www.livingbooks.com)
Platform: Macintosh, Windows
Price: inexpensive (less than $50)
Age/Grade Level Rec'd by Publisher: Ages 3 to 7
Print Book: N/A
On-Screen Story: 401 words of interactive text; estimated Grade 3 readability
level
Language: English
Summary of the Story: Arthur loves to play the game Deep Dark Sea on his mother's
computer. Once he starts playing, he can't stop. He and his friend Buster decide
to play the game even though Arthur's mother has told him not to use her computer.
The trouble starts when the computer screen goes blank.
Story Interaction Modes: There are 2 interaction modes. In the more passive
mode (Read to Me), the learner simply listens as the story is read aloud. In
the more active mode (Let Me Play), the learner can interact with the text and
graphics in the story after each page has been read aloud.
Text Interactions: The text is highlighted word by word as it is read aloud;
each word remains highlighted until the entire sentence is read. In the Let
Me Play mode, the page is read aloud automatically. Then learners can ask to
hear the entire page or a single word read aloud again. On some screens, text
appears and is read aloud but it is not interactive; the program moves immediately
to the next screen.
Text Interactivity Rating: HIGH; 12 interactive text screens
Interactions with Graphics: In the Let Me Play mode, learners click on "hot
spots" within the graphics. Actions result including animation of the graphics,
sound effects, speech, and music. Learners can also access 5 activities from
story pages.
Graphics Interactivity Rating: HIGH; 12 interactive graphics screens; 23 "hot
spots" per screen, on average
Amount of Animation in Program HIGH
Navigation through the Program: The program begins with a main menu where learners
choose the interaction mode. On each story page are arrows to move to the previous
or next page. Clicking on the page number brings the learner back to the main
menu. The "Pages" choice at the main menu allows learners to go to
any page within the story. The "Activities" choice allows learners
to go directly to any of the five activities. Learners can also choose "Quit"
to exit the program.
Features: o Print Option -- It is possible to print story pages. Press the ALT
or Command key to display the menu bar; choose Print from the File menu. o Toy
Copter -- Use the remote control to fly the helicopter to the target and drop,
then rescue the firefighter. o Deep Dark Sea -- In this computer game, help
the diver find the treasure; hazards include running out of oxygen and sea creatures
such as sharks and octopuses (3 levels of difficulty). o Frankenfish -- Learn
about fish by clicking on their names. Make silly fish by rearranging heads,
bodies, and tails; stickers can also be added. Fish pages can be printed. o
Treasure Hunt Game -- One or two can play this board game. Players choose to
be Arthur or Buster, then select one of three levels; the object is to reach
the treasure first. In all levels, players match words and pictures, although
difficulty increases. The winner gets to decide how to spend the treasure. o
D. W.'s Store -- Visit the store to buy accessories for toys; when learners
run out of money, they can earn more at the café by following recipe
directions.
Definitions and/or Glossary: no
Writing Activities: no
Reading Activities: yes
Description of the Series: The Living Books series is a large (>10) collection
of programs designed for learners in the elementary grades. Books are primarily
by contemporary authors such as Marc Brown, Mercer Mayer, and Stan and Jan Berenstain.
Most programs include a print book along with a CD-ROM (although the on-screen
story is usually shorter than the book version). Each CD-ROM contains one story.
All programs are in English and several offer versions of the story in other
languages, with Spanish being the most common. (Search for other titles in the
series.)
Software Profiles can be accessed at the Project LITT website in two ways. The
first method is to find a program in one of the five Software Lists:
o Titles of talking storybooks -- An alphabetical list of the titles of individual
stories.
o Names of software series -- A listing of storybook titles by the software
series in which the titles are found. Most, but not all, programs are part of
a series.
o Readability estimates -- A listing of storybook titles by estimated readability
levels.
o Software features -- A listing of storybooks by types of instructional features
(e.g., glossaries, writing activities, reading skill lessons).
o Languages other than English -- A listing by language of storybooks with versions
in languages other than English.
It is also possible to search the data base for programs meeting specific needs.
The search parameters are language, estimated readability, text interactivity
rating, and graphics interactivity rating. For example, a teacher or parent
could search for programs in all languages with an estimated reading level of
grade 4, high text interactivity, and low graphics interactivity.
The Project LITT website will be updated throughout the project as new programs
become available. We welcome your input on the design of the website, the Software
Profiles, and any programs that we've overlooked.
Observational Studies of Students with Learning
Disabilities
The second phase of Project LITT focused on the ways in which students with
learning disabilities interacted with hypermedia-based children's literature
programs and the gains in reading skills that resulted from these interactions.
In the first study, students were observed as they engaged in unstructured interactions
with the software. In the second study, increasing levels of instructional support
were introduced to determine if such support could result in improved reading
performance.
Students' Unstructured Interactions with Talking Storybooks
Six elementary grade students with learning disabilities were introduced to
a range of hypermedia-based children's literature programs, then observed as
they interacted with these programs under unstructured classroom conditions.
Programs were carefully chosen to represent the heterogeneity of this body of
software. Included were:
o Type 1: 6 programs with high text interactivity, no embedded games or activities,
and varying interactivity with graphics
o Type 2: 6 programs with varying text interactivity and games and activities
embedded within the story
o Type 3: 6 programs with varying text interactivity, definitions or glossary
features, and picture label "hot spots"
Each student interacted with three different programs of one type, each for
a total of 2 hours over 4 days. Students were observed as they worked at the
computer and videotaped. Before each intervention began, students' reading skills
were assessed by asking them to read aloud 50 words selected from the story
in the software program. At the end of each intervention, students read the
words again, retold the story in their own words, and answered questions about
their perceptions of the software.
The intervention in this study included a range of software programs because
we hypothesized that some types of programs contained greater numbers of "attractive
nuisances" than other types. When students with learning disabilities interacted
with programs with many opportunities for interactions with graphics and those
with game-like activities, we believed students would be more likely to be distracted
from the reading task and thus less likely to learn new words. This did not
prove to be the case.
Preliminary analyses of the data from this study suggest two important findings:
o Students with learning disabilities chose nonreading activities over reading
activities when interacting with all types of talking storybook programs.
o In unstructured interactions with talking storybook programs, students with
learning disabilities did not show appreciable gains in reading skills.
Analyses of videotapes indicate that students spent at least 40% of each 2-hour
instructional period engaged in nonreading activities such as interacting with
hot spots in the graphics, playing games, and engaging in other types of activities.
Nonreading time ranged from 42.8% to 70.3% of the time, with an average across
12 programs of 64.6%. Given those results, it is not surprising that students
as a group gained an average of only 2.4 words per program.
Instructional Interventions
In the second observational study, students interacted with the same types of
talking storybook programs but increasing amounts of instructional support were
imposed. The purpose of this support was to focus students' attention on the
reading task in order to maximize opportunities for gaining reading skills.
One important aspect of the support conditions was to limit the amount of time
students spent in nonreading activities. However, because these types of activities
appear to be highly motivating to students, they were not totally eliminated.
On each page of a storybook, students were allowed to access two hot spots in
the graphics. Also, at the end of each instructional session, students were
given 5 minutes of free time when they could reread the story, interact with
hot spots, or play games or other activities.
Each of the six students in the study interacted with 4 talking storybook programs,
the first two under moderate instructional support conditions and the second
two under high instructional support conditions. In the moderate support condition,
students were asked to read each page of the story aloud. In the high support
condition, students were required to read each page aloud until they reached
a criterion of 90% accuracy.
In both conditions, storybooks with two types of text interactivity were used.
Stories with medium text interactivity allow students to hear the entire page
read aloud. Those with high text interactivity allow student to hear not only
the entire page but also individual words read aloud. These variations in text
interactivity allowed students to experience four different levels of instructional
support:
o Moderate support, whole page only: Students read each page aloud once.
o Moderate support, whole page and individual words: Students read each page
aloud once, after reading 3 individual words on the page.
o High support, whole page only: Students read each page aloud to criterion.
o High support, whole page and individual words: Students read each page and
3 individual words per page to criterion.
Analyses of the data from this study are currently underway. However, preliminary
results suggest that, as the level of support increases, students are more likely
to show gains in reading skill. The table below presents the average number
of words gained from pretest to posttest for the 6 students in this study. Clearly,
there appears to be an increase in word recognition gains as the students progressed
through the four levels of support. These results are even more interesting
when it is recalled that students in unstructured interactions with the software
gained an average of 2.4 words.
Condition; Type of Support; Page/Words ;Reading Gains
1 ; Moderate ; page ; 4.8 words
2 ; Moderate ; page , words ; 6.8 words
3 ; High ; page ; 8.8 words
4 ; High ; page, words ; 9.6 words
Ongoing Research
Two studies will be conducted during the 1998-99 school year. The first study
will be a large-scale, year-long investigation of the effectiveness of representative
types of hypermedia-based children's literature programs on the reading performance
of students with learning disabilities. In order to examine the effectiveness
of this body of software in realistic classroom situations, teachers will be
trained to deliver the interventions to students with learning disabilities
who they serve in their classrooms. At present, plans call for two types of
software to be studied: talking storybook programs with high text interactivity
and minimal extraneous games and activities, and talking storybook programs
with medium text interactivity and embedded games and activities. A high support
instructional protocol will be used, with some adaptations for classroom situations.
The second study to be conducted this year will be a smaller scale, observational
investigation of the effectiveness of bilingual talking storybook programs for
Spanish-speaking students with learning disabilities. Among the areas of interest
in this research are teachers' and students' preferences for Spanish versus
English versions of the programs, the ways in which students who are English
language learners choose to interact with text supports in English and Spanish,
and the magnitude of reading gains students make in reading both English and
Spanish text.
At the conclusion of these studies, it should be possible to determine whether
reading instruction with hypermedia-based children's literature is a promising
approach for enhancing the reading performance of students with learning disabilities,
both those who are fluent English speakers and those who are English language
learners. In addition, it should be possible to offer teachers at least tentative
recommendations to assist them in selecting the most effective types of software
and the most useful instructional approaches for incorporating that software
into classroom programs for students with learning disabilities.
Acknowledgment
The contents of this article were developed under a grant from the U. S. Department
of Education. However, those contents do not necessarily represent the policy
of the Department of Education, and you should not assume endorsement by the
Federal Government.
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