Abstract
This study sought to determine the relationship among student- and task-level variables at play in the digital storybook listening experiences of 130 English-speaking preschoolers at risk of reading failure. Specifically, this study investigated the relationship among the (1) features of computer-based electronic storybooks, (2) preschoolers' competency in the task environment, and (3) preschoolers' background knowledge with respect to listening comprehension outcomes following a single digital storybook listening experience. The results indicate significant and strong relationships among the three variables under investigation and their consequent understanding of the digital storybook (i.e. explicit and implicit/inferential content related to the plot). The preschoolers' topic knowledge was the best predictor of comprehension. In addition, the interaction between the features of the e-book and the preschoolers' competency in the task environment also significantly predicted the outcome.
In the U.S., an at-risk student (i.e. from low socio-economic status), qualifies for free or reduced-price lunch but there are several other factors that correlate within populations that are at risk of reading failure (Kominski et al., 2001). Living with one parent, race, parents’ employment status, primary language other than English and grade retention are among the indicators associated with an ‘at-risk’ classification. Kominski et al. (2001) concluded, Across the various subpopulations, there are some strong differences in the levels of risk children are exposed to. The most sizable of these differences would appear to be across race-ethnicity groupings. While only 35% of White children report at least one risk factor, 45% of Asian and Pacific Islander children, 62% of Hispanic children, and 72% of Black children, report at least one of the … factors. (n.p.)
Additionally, children in at-risk environments spend more time indoors viewing various forms of media. A recent report found that children aged 8–18 spend only 6% of their time beyond the school walls interacting with print-based media, compared to 45% on computers or mobile devices (Rideout et al., 2010) (there is no evidence in this report, though, to suggest that media causes less actual reading of printed materials or deficits in literacy skills). Zevenbergen and Logan (2008) studied computer use in preschool populations via survey and determined that 87% of families surveyed had computer access in the home and that there are striking differences in computer use in schools and homes. In general, computers are used more frequently in homes than in early childhood centres, with games (educational and non-educational), drawing and Internet use topping the list of activities undertaken by using the computer. A position statement from the National Association for the Education of Young Children (NAEYC) and the Fred Rogers Center (2012) documents the affordances of technology and media and encourages us to find meaningful ways to include technologies and interactive media with children 2–8 years of age. This statement concludes, ‘there are some educationally valuable television shows, websites, and other digital media, and there are some that are less valuable or even educationally worthless’ (p. 3) (the same could be true of any reading (digital or non-digital) material).
Digital stories represent one potentially meaningful application of technology and interactive media for young children, especially those from at-risk backgrounds where parents either have limited literacy skills or come from second language backgrounds where parents with limited proficiency in the English language are not able to read aloud to their children in English. The digital story is both an object – a piece of software formatted to ‘play’ on a particular device – and content (e.g. story, poem, informational text). The first e-books were released in the early 1990s and were largely printed stories transformed onto a compact disc to be used as a read-only optical memory device (CD-ROM). These discs were to be inserted into a personal computer to make stories come alive for young children. Music, animation, clickable text and interactivity were included to engage young children in reading books on a computer. The first research on these media/texts began to emerge in the late 1990s, but it is still in its infancy – much of what has been done to study the efficacy of learning from, and use of, digital storybooks has been conducted with CD-ROM-based technologies utilizing desktop computers and auxiliary mice.
For the purposes of this paper, the term digital storybook is broadly defined based on Buckleitner's review of e-books (2011) in which he states that what ‘counts’ as a digital storybook is ill-defined. Accordingly, many terms are applied interchangeably to refer to the range of media/texts that are presented on screen. Among these are digital storybooks, e-books, electronic storybooks and digital stories. Buckleitner (2011) argues that the interactivity embedded in this range of media/text ranges from essentially non-interactive (e.g. the basic PDF document) to highly interactive with an array of cutting-edge hypermedia embedded into the electronic ‘pages’ (these interactive features are further unpacked later in this literature review).
Accordingly, storybooks can replicate television-viewing experiences or they can be more interactive where children have opportunity to click on words or illustrations resulting in animation. Much research has demonstrated the efficacy of multimedia environments for supporting children's emerging literacy skills (De Jong and Bus, 2004; Fisch, 2004; Korat and Shamir, 2007; Verhallen and Bus, 2010). For example, Fisch (2004) reviewed literature on educational television and suggests that how much media the child experiences and the quality of the media impact on outcome measures in multiple domains. Specifically, the Ready to Learn initiative (U.S. Department of Education, 2011) found that media (public television programming and computer applications based on television programming) are part of the literacy solution for at-risk populations whereby parents and children from low-income and diverse backgrounds become motivated and engaged in literacy learning. Viewing and interacting with multimedia yielded significant improvements in the early literacy skills (i.e. vocabulary, letter identification, phonemic awareness) of low-income populations, above and beyond improvements observed in middle- to high-income populations.
Similar positive results were found when examining digital storybooks as another kind of multimedia learning environment. Verhallen et al. (2006) found these storybooks enhanced the understanding of a story line and the recall of linguistic information among kindergarten children from immigrant families. Specifically, children profited to some extent from repeated encounters with a storybook with static pictures, but more from repeated encounters with an animated form of the story. Additionally, Smeets and Bus (2012) found that their designed-for-research digital storybooks yielded positive impacts on at-risk children's vocabulary growth.
Because of the promise of multimedia for at-risk populations, many early childhood classrooms (U.S. PreK-2; children ages 3–8 years) set up listening centres for children to experience books on tape or digital storybooks presented on computers (or even now on mobile devices like iPads or Kindles) with the intended literacy outcomes ranging from text understanding, vocabulary development, print awareness or, at the higher end of the age range, improved decoding or reading fluency. Given a child with limited comprehension or vocabulary resources, such as those at risk of reading failure, research has demonstrated e-books can compensate when a child does not know the meaning of a word by embedding word definitions or animations that illustrate its meaning (e.g. Korat and Shamir, 2008; Shamir et al., 2011; Smeets and Bus, 2012; Verhallen et al., 2006) when intentionally designed to do so. In some cases, children may exhibit low or no interest in engaging in print-based story listening experiences. Computerized (i.e. digitial) story listening experiences, though, often prove to stimulate their interest and to engage them, at least initially, in the story as presented on screen. This increase in engagement is attributed to the ‘motivational qualities of choice and control’ (Ciampa, 2012: 20) present in multimedia storybook environments.
If we desire digital storybook interactions to be meaningful and developmentally appropriate activities for young children – activities that are connected to literacy outcomes – it is important that we understand the variables at play and how they relate to one another. The RAND model of comprehension (RAND Reading Study Group, 2002) posits (1) the text, (2) the student, (3) the activity, and (4) the sociocultural context in which the activity occurs as integral components of the comprehension puzzle. Studies examining the nexus of text and understanding of digital storybooks (i.e. not decoding) have done well in examining the impact of various text features on student outcomes (e.g. Labbo and Kuhn, 2000; Ricci and Beal, 2002), but it is difficult to discern the effects of one particular feature from another. Vocabulary is central to oral language development, but it also plays an integral role in developing domain-specific knowledge and in supporting reading (and listening) comprehension (Beck and McKeown, 2007; Cunningham and Stanovich, 1997; Stahl and Nagy, 2006). Extant research has examined vocabulary and its relation to comprehension outcomes, but it has not considered two other important variables related to the student – the roles of the student's background knowledge related to (1) navigation in a computerized story listening context and (2) the topic-specific content (i.e. the subject matter presented in a text).
Learning in multimedia environments
There is some research documenting the differences in how multimedia environments are set up and the effects they have on student learning and engagement, with positive results in comprehension (Van Daal and Sandvik, 2013). Digital storybooks represent one type of multimedia environment wherein text, a multitude of audio/video features, and a range of interactivity come together to provide the user with a story listening experience. The majority of the extant research conducted with digital storybook media utilizes desktop computer interfaces, rather than the touch-based technologies (i.e. tablets) that are presently available and sometimes utilized in school- and home-based settings. Except where noted, the following literature review presents findings from computer-based interactions rather than research conducted on touch-based devices. We present several slices of the literature specifically focused on the variables under investigation in this study – features embedded in the design of the digital storybook, the child's competency in the digital interactive environment and the child's background knowledge related to the topic presented in the text.
Features of digital storybooks
De Jong and Bus (2003), Javorsky and Trainin (2014) and Korat and Shamir (2004) have classified and quantified the basic and enhanced features of digital storybooks. Most digital stories contain basic features (i.e. narration, word highlighting) and some contain enhanced features (i.e. hotspot interactivity that allows children to click and swipe on words and images in the text, resulting in additional text and/or multimedia content). Experiences with basic e-books more closely align to a traditional book-reading experience or a passive viewing experience in which the book is presented linearly from start to finish with minimal interruptions to the storyline. In contrast, the enhanced e-book reading experience is often not linear, with multiple opportunities to stray from the storyline, and increasingly more interactive (i.e. there are more places for the child to click and tap).
A recent synthesis by Zucker et al. (2009) investigated the utility of digital storybooks (writ large) and concluded that multimedia features (i.e. video, music and sound features) support young learners' story understandings, but that there is a lack of statistical power to assess systematically subgroups of features. Historically, the research has compared children's outcomes in X area of literacy as a function of A or B feature type. Three e-book features provide support for word meaning and/or story comprehension: (1) embedded dictionaries/glossaries, (2) hotspot animations, and (3) gestural movements of characters.
Embedded dictionaries/glossaries
Jones and Brown (2011) found that their 3rd grade participants utilized the glossary and audio pronunciation feature of e-books during independent reading time, but did not connect this finding causally to improvements in reading comprehension. In addition, De Jong and Bus (2002) found that preschool-aged students clicked on these features in story listening sessions, wherein the ‘game’ features of the digital storybook media were restricted (when games were enabled, children attended less to the text). Korat and Shamir (2007) also found positive results with dictionaries and audio pronunciations with Kindergarten populations, although their design required that each student utilize the e-book with the dictionary features enabled. Not all e-books are equipped with this feature though (De Jong and Bus, 2003; Korat and Shamir, 2004; Paciga, 2009).
Hotspot animations
There are two kinds of hotspots documented in the research. The first is said to support, or align to, the story. The second is said to disrupt, or not align to, the story. Support for the possibility that interaction with certain kinds hotspots might disrupt word learning specifically and comprehension in general is found in research with adult learners – this body of research has found that the addition of interesting, but irrelevant, information to a passage (i.e. ‘seductive details’) can significantly impede learning (Lehman et al., 2007; Renninger et al., 1992), but similar results have not been consistently confirmed in digital storybook comprehension research with young children. Labbo and Kuhn (2000) found that seductive details interfered with a Kindergarten child's coherence in retelling the story while De Jong and Bus (2004) found children frequently interacted with the animations often embedded in electronic stories, but did not find any evidence to support that interactive animations distracted children from listening to the text, nor that animation interfered with story understanding measured by an emergent reading of the text. Another De Jong and Bus study (2002) provided children with multiple opportunities to interact with enhanced electronic storybooks containing incidental hotspots (i.e. unrelated to the story's plot) and found that, given a choice between interactive animations hidden in the illustrations and text read orally, none of the participants elected to listen to the story multiple times (i.e. without the interactive enhancements), illustrating the attractiveness of incidental hotspots. Most recently, Chiong et al. (2012) concluded that features of the enhanced e-book may have affected children's story recall because both parents and children focused their attention on non-content, more than story-related issues – a finding similar to that of Labbo and Kuhn (2000) when they investigated the story understanding of enhanced e-books. Furthermore, the parents and children surveyed and observed in Chiong and colleagues’ study found print books to be more advantageous for literacy building, whereas the e-books, particularly the enhanced e-book, were more advantageous for engaging children.
Recently, Smeets and Bus (2012) determined that their e-book featuring a digital storybook with embedded extra-textual vocabulary instructions produced significant differences in preschoolers' vocabulary learning. To arrive at this conclusion, Smeets and Bus designed a for-research digital storybook that narrated a page of the story and then had a virtual tutor/teacher ask the students to respond to multiple choice questions to identify an image that illustrated target vocabulary. Their results show that embedding questions about vocabulary was more effective than just exposing children to the definitions or a synonym.
Gestural supports
When texts become animated on screen or when a human reader enacts part of the story, the listener experiences an additional form of semiotic meaning – the gesture. There is some support in the research demonstrating positive effects of gestures on language learning (e.g. Hadar and Pinchas-Zamir, 2004; Sueyoshi and Hardison, 2005) and there are several studies that show positive correlations between animation containing gestures in digital storybooks and measures of story understanding. Ricci and Beal (2002) concluded that exposure to the gestures present in animated digital storybooks (with or without interactivity) yielded better story memory with first grade participants than just hearing the audio track. Later, Verhallen et al. (2006) produced similar results with a preschool population – more story recall after viewing animated interactive stories containing gestural components than just viewing the story with static images. Verhallen and Bus extended their exploration of vocabulary in digital storybook experiences in 2010. In this study, they improved second-language preschoolers' receptive vocabulary learning through experiences with animated digital storybooks.
Competency in task environment
Work on computers and with other forms of ICT requires some foundational technological skills only likely to develop through experiential learning with computers and other forms of ICT (much like how children develop concepts about print from book reading and emergent writing experiences). Children need to know how to power-on and use component parts of the computer, control a mouse to accomplish their goals, recognize icons, print, and open and close programs (Turbill, 2001a; Zevenbergen and Logan, 2008) in order to engage effectively in experiencing a storybook presented on-screen.
Research with older populations of readers indicates a strong relationship exists between an adult's knowledge of computers and the learning outcomes when the learning task (i.e. reading passage) is presented on a computer (Lawless and Kulikowich, 1998). Adults with prior knowledge of the ways electronic texts are structured are better at navigating, using and comprehending information in hypertext environments compared to readers with lower levels of prior knowledge (Dillon and Gabbard, 1998; Hill and Hannafin, 1997; MacGregor, 1999). Recently, Coiro (2011) found that adolescents with more skill in reading in online task environments exhibited better online text comprehension than adolescents who demonstrated fewer online reading skills.
Descriptive research with Kindergarteners has documented that children with more experience of using computers and other technological devices have higher levels of skill and are better able to complete tasks on the computer (Turbill, 2001a). In this study, she concluded children had varying levels of competence with using the hardware and software and knowledge of the Internet which, she hypothesized, interferes with the ability to attend to the story content in digital storybook experiences (especially with desktop computers with auxiliary mice).
Although measurement of computer skills is not common in the body of research on story comprehension from digital storybook listening research, it could account for additional variance in story comprehension. Korat and Shamir (2007) did train all children in how to use the CD-ROM software prior to engaging in the experiment, and they found no significant differences in post-listening measures of story comprehension. In other words, because all children had minimum competence in navigating a desktop computer to listen to a digital storybook, they were all able to attend equally to the story content. The task of listening to a story did not interfere with children's ability to receive the visual and auditory input from the story and so their story comprehension was remarkably high and, perhaps, resulted in no differences.
Topic-specific background knowledge
Beyond the importance of background knowledge of the task environment, empirical research has also documented the importance of topic knowledge in text comprehension. The majority of these studies have been conducted in print-based tasks. Alexander et al. (1994) included measures of topic knowledge in their study examining the relationships among topic knowledge, recall and interest. They asked participants to define key terms related to each topic and then used scores to predict passage recall. The combination of this topic knowledge accounted for significant amounts of the variance in text comprehension.
While the findings from the adult comprehension literature strongly support the relationship between topic knowledge and comprehension, there is a dearth of research examining the relationship between topic knowledge and comprehension with very young children. Evidence supporting the relationship between topic knowledge and comprehension does exist, however, at the junior high, middle school and primary grade levels. Junior high students exhibited better verbal and non-verbal recall of a passage about a baseball game when they had higher prior knowledge of baseball (Recht and Leslie, 1988). Similarly, fourth-grade middle school students participating in Marr and Gomerly’s (1982) study read six passages with structurally equivalent text and then recalled information explicitly presented in the text and answered probe questions, or higher level questions reliant on prior knowledge, about the text. Marr and Gomerly found that general prior knowledge was a strong predictor of comprehension ability.
It is uncertain whether the aforementioned variables impacted on the outcomes found by previous studies of e-book comprehension. Specifically, the (1) features of the e-book/presence of hotspots; (2) control for the child's' minimum competence in the task environment (i.e. controlling the computer – as a result of training (e.g. Korat and Shamir, 2007)) or the study design (e.g. Labbo and Kuhn, 2000); (3) the task (i.e. experiencing each story multiple times as in the de Jong and Bus studies); or (4) the child's' topic/content-specific background knowledge could have greatly impacted on the child's responses to comprehension probes. Research with mature readers suggests that these are critically important variables to consider when examining comprehension.
Method
This study sought to determine the relationship among student- and task-level variables at play in the digital storybook listening experiences of preschoolers at risk of reading failure. Specifically, this study investigated the relationship among the (1) features of the electronic storybook, (2) the child's competency in the task environment, and (3) the child's background knowledge with respect to listening comprehension outcomes following a single digital storybook listening experience. Additionally, it seems important – especially in this day and age of iPads, tablets, Kindles and Nooks – to distinguish that this study was addressing computer-based electronic stories and not the equivalent of touch technology (although the same basic features of the text present themselves in touch-based applications, the features on a tablet are accessed by a finger touch rather than by a mouse click).
To accomplish this task, the researcher saw each participant on two different days. On the first day, the researcher administered an assessment of receptive vocabulary knowledge one-on-one with each participant. This assessment took, on average, 20 mins per student. On the second visit to each classroom, the researcher assessed each participant's computer skills and their topic knowledge related to the story in a one-on-one setting. These two assessments typically lasted no more than 10 mins. Immediately following these assessments, each participant listened to one format of Stellaluna one time on a computer screen. Children responded orally to open-ended question probes to assess comprehension of the story immediately following the story-listening activity.
Participants
The study's sample consisted of 130 English-speaking at-risk preschoolers across nine classrooms in an urban city in the Midwest. All classrooms had student populations primarily of African-American or Hispanic descent and more than 90% of the children qualified for free or reduced-price lunch. Participants ranged in age from 3 years, 0 months to 5 years, 8 months. Participant age was coded in a binary fashion, with 0 representing a student who met the birthday deadline of 3 years at 1 September of the U.S. school year and a 1 representing a student who was 4 years old at the 1 September cut-off date.
The focal text
Children interacted with one of four different digital presentation formats of Stellaluna (Cannon, 1993) on a desktop computer. This particular text was chosen for three reasons. First, it is a commonly used text in early childhood instruction. Its theme focuses on how animals with different characteristics still have things in common and can remain friends. Friendship and interpersonal differences are common discussion topics associated with this story in preschools and kindergarten classrooms. Second, Stellaluna is a high-quality piece of children's literature. It has won numerous awards, such as the ABBY Award, the Keystone to Reading Book Award and the California Young Reader Medal. Third, Stellaluna was one of very few stories that were available in multiple electronic formats.
Story summary
This is a tale of a baby fruit bat that gets separated from her mother when an owl attacks them. Stellaluna falls into a birds' nest and makes friends with the three baby birds that live there. Eventually, the mother bird takes in the stray bat, as long as Stellaluna leaves her bat ways behind and acts like a bird – meaning that she sleeps upright and eats bugs with the other birds. Concomitantly, the mother bat searches for her lost baby. One day Stellaluna and the baby birds go out flying and Stellaluna gets lost in the forest at dusk. The other birds return to their nest without their bat friend. That night, Stellaluna sleeps upright in a mango tree and is approached by several fruit bats (one is Stellaluna's mother) wondering why she is sleeping upside down. After Stellaluna tells her story, the mother realizes that the upside down bat is her lost child. The next day, Stellaluna returns to the birds' nest and invites them to fly at night to the mango tree. The birds agree only to find that they cannot find their way at night. Stellaluna guides the birds to safety and the story's ending conveys the theme – birds and bats are different, and yet alike.
Ensuring preschoolers' listening comprehension of Stellaluna
Comprehension is the understanding and interpretation of what is read. To be able accurately to understand written material, children need to be able to (1) decode what they read (or, for young children not yet reading independently (like the participants of this study) understand the language that is read aloud); (2) make connections between what they read (or listen to) and what they already know; and (3) think deeply about what they have read (or heard). One big part of comprehension is having sufficient vocabulary. Children who have strong comprehension are able to draw conclusions about what they read (or hear) – what is important, what is a fact, what caused an event to happen, which characters are funny or serious, and so on. Thus, comprehension involves combining reading (or listening) with thinking and reasoning.
Given that the role of the text is paramount in the comprehension puzzle (RAND Reading Study Group, 2002), it is important to examine fully the features of the original version of Stellaluna (Canon, 1993); doing so makes clear what it takes for a preschooler to understand this challenging text. First, it is useful to present the elements of the story (i.e. story grammar or dramatic structure) (Black and Wilensky, 1979; Brewer and Lichetnstein, 1981) – characters, setting, problems, events and solution or resolution – and simultaneously to examine the nuances of the language and images employed in the story.
There are a total of eight characters in Stellaluna – Stellaluna, Mother Bat, an owl, Mama Bird, three baby birds (named Pip, Flitter and Flap) and group of other bats (without names). Stellaluna is the main character. She is present in every one of the 13 plot episodes, or events, in the story. The other characters are supporting characters. The owl initiates the problem in the story by attacking Stellaluna's mother. As a result Stellaluna is left on her own. Later, when Stellaluna falls into the birds’ nest, a possible solution to her problem is presented – if she stays with the birds she will no longer be without a mother. This presents another problem, though – because Stellaluna is a bat, she does not know how to behave like a bird. There are a series of episodes wherein Mama Bird and the three baby birds try to teach Stellaluna to ‘act like a bird’. Each of these presents a minor problem and a resolution. Then, at the climax of the story, Stellaluna gets lost again. She subsequently meets up with a group of bats and reunites with her mother. This reunion represents the first steps to the story's resolution. Stellaluna and her mother ‘act like bats’ and Stellaluna wants to share these experiences with her bird family and does so – with an author's twist to exacerbate the differences between bats and birds. The story concludes with an indirect restatement about the differences between bats and birds and an implication that birds and bats can remain friends despite their differences.
A classroom teacher or parent who is adept in supporting their child's or children's listing comprehension in school or home contexts would probably build the child's background knowledge about birds and bats before, during and after the read-aloud. Depending on the depth of the child's existing background knowledge about birds and bats, an adult would provide more or less information that is critical to understanding the story. General scientific knowledge about the habits of bats and birds and understanding of emotions are critical in drawing conclusions about the story's themes – identity and friendship. When Stellaluna is first without her mother, she trembles ‘with cold and fear’. Understanding a baby's need for its mother for warmth would help a young child properly connect a cause to this event. Being able personally to connect with the vocabulary word ‘embarrassing’ would help a young child to understand that Stellaluna really wanted to land on the branch like the birds, but could not do so because her instinct and anatomical structure prevented her from landing on her feet.
General taxonomic (i.e. categorical) knowledge would help the young child connect challenging words like mango or grasshopper to fruit and insect, respectively. These larger taxonomic categories of insects and fruits are less specific terms and therefore are generally acquired first (Gelman et al., 1998). Such connections would be useful in retaining story information in the child's memory. Moreover, properties of specific components of a given taxonomy would accomplish the same goal – retention of story content. For example, bats and birds are both winged creatures. Bats are nocturnal. They sleep hanging upside down. Fruit bats eat fruit. They can sleep anywhere they find space to hang and they use echolocation to ‘see’ where they are going at night. On the other hand, birds are diurnal. They sleep perched upright, build nests and mostly eat insects/crawly things. This information is key in understanding the story's resolution and the theme of the story. Without it a child might think that Stellaluna enjoys ‘acting like a bird’ and, therefore, desires to continue living with and acting like the birds.
In the process of supporting critical background knowledge, the adult would probably present, revisit, explain, highlight or demonstrate some challenging vocabulary presented in Stellaluna to make clear to the young listener the story's content. Among these are words like spied, limp, twig, clutched, trembling, grasshopper, gracefully, embarrassing, clumsy, anxious, ached, peculiar and limb. Because of the nature of children's oral language and vocabulary development, several small misconceptions – primarily related to definitions of words (i.e. superordinates, synonyms, traits etc.) – about each episode's content are possible (see Hoffman et al. (2013) for an explanation of nuanced vocabulary understanding in read-alouds). For example, a child might say that an eagle, rather than an owl, attacked the baby bat. This would be an acceptable misconception because some of the features of an eagle are similar to those of an owl (e.g. winged, claws, larger than a bat).
In addition to building background knowledge and supporting key vocabulary understanding during a storybook reading, an excellent teacher would also make periodic stops throughout the story to summarize events, think aloud about/model his/her own story understanding (e.g. ‘I remember one time I was really embarrassed when …’), rephrase and check for the child's’ understanding. In these ways and others outlined in reputable guides to reading aloud (e.g. Sipe, 2008; Trelease, 2006), teachers continually support and monitor story understanding in a read-aloud event. The researchers believe the four presentation format features of Stellaluna utilized in this study accomplished support of comprehension to varying degrees. The following sections identify the formats of the digital story employed in this study describe and illustrate the presentation features of each.
Presentation format features
Comparison of main features of Stellaluna presentation formats.
Filmic effects
Filmic effects included musical accompaniment, animation, cuts and pans. These features were present in three of the presentation formats for this story. The OMS format does not employ any of the aforementioned filmic features. It presents the participant, rather, with static images that can be found in the paper version of the text. The OMS format does have musical accompaniment between page turns. One limit to this presentation format with respect to filmic features is the lack of visual gestures to help convey the story's meaning. The facial expressions remain constant on each page of the text.
CD-ROMA and CD-ROMB contain full animation with accompanying music. In this way, the CD-ROM formats offer a story-listening experience that replicates many features of television with semiotic components of gestural meaning. The participant in the story-listening activity views the character's gestures and changing facial expressions in the animations. In addition, both CD-ROM formats include many animated images that are ‘gratuitous intrusions into the story’ (Unsworth, 2003: 5) and do not appear in the printed version in any form. For example, when Stellaluna falls into the birds’ nest, there are several hotspots on the page that a child can click on once the text has been narrated. On this particular page (see Figure 1), a ladybug winds around on the tree branches surrounding the nest and music reminiscent of someone tiptoeing plays if a child clicks on the ladybug. This is an example of a ‘gratuitous intrusion’ because the ladybug is neither protagonist nor antagonist nor related to any part of the plot or theme. Intrusions of this type are present on every page of the CD-ROM texts, in both presentation formats, although some have argued that the animations, music and voicing of CD-ROMA are primarily congruent with the plot (Labbo and Kuhn, 2000).
Annotated screen shot of CD-ROMB hotspots.
The SO format relies primarily on static images in the visual component of the text, but incorporates crops and pans to draw the reader's attention to specific parts of the illustration when they are referred to in the oral rendition. The images are not fully animated, but are not entirely static, either: characters do not flap their wings or talk (as in the CD-ROM formats), but they do appear to move resultant from filmic effects such as panning and cropping. For example, when the bat attacks Stellaluna and her mother, the image is cropped and presented in square segments – first the owl's mouth, then the wing, then the claw, and finally the bats being attacked. Moreover, when the text reads, ‘she clutched the thin branch, trembling with cold and fear …’ the bat shakes back and forth on the branch in the SO format, probably contributing to children's understanding of the word tremble. The participants in this condition also view the narrator's gestures and facial expressions in addition to the static facial expressions of the characters in the static illustrations. This additional source of semiotic meaning may facilitate story comprehension in the SO condition.
Extra-textual discourse
Extra-textual discourse is the explanatory discourse beyond the words contained in the published text. Parents and teachers employ extra-textual discourse when reading with young children – they respond to children's questions, elaborate on the plot, clarify, extent, point out action presented in the illustrations, question to check for understanding, summarize and much more. Some multimedia environments embed this kind of language. Both CD-ROM formats of Stellaluna contain extra-textual discourse. Characters in CD-ROMA (Read to Me mode) engage in some extra-textual comprehension-supportive discourse. For example, when the mother bird brings food to the nest the text reads, ‘Stellaluna was terribly hungry, but not for the crawly things Mama Bird brought’. In the CD-ROMA presentation format, the baby birds question Stellaluna, ‘What's the matter? Aren't you hungry? Don't you want some?’ and probably support children's understanding that Stellaluna does not desire to eat the bugs that Mama Bird offers. The same discourse is embedded in the CD-ROMB version (i.e. the ‘Let Me Play’ mode), but the child has to click on the birds in the illustrations to hear this discourse.
Hotspots
An important subplot of the story of Stellaluna is embedded in the illustrations in the printed text. On every two-page spread, a thumbnail illustration above the printed words shows the mother bat searching for Stellaluna in different parts of the forest. These thumbnail illustrations are not present in two of the four presentation formats associated with this research (OMS and SO). The CD-ROMA and CD-ROMB formats have the thumbnail on the pages of the text. In the CD-ROMB format, this thumbnail is a hotspot. When a child clicks on it, the scene pops out and shows the mother bat looking in a cave, tall grasses etc. and calling, ‘Stellaluna!’ If the participant clicks on these hotspots in CD-ROMB, he or she accesses information about (1) what has happened to the mother bat and (2) whether or not she cares that her child is missing. These pieces of information may contribute to story comprehension. Figure 1 illustrates this hotspot and identifies several other hotspots available only in the CD-ROMB version. The One More Story version of the story has page-turn hotspots only.
Duration of the activity
The first difference in the presentation formats is associated with the story listening activity. Duration is important when examining story comprehension from a cognitive perspective because this perspective recognizes the role of attentional load in comprehension. If the read-aloud activity endures beyond the limits of the child's attention span, he or she is unlikely fully to engage in the activity beyond that point (Paciga et al., 2009), which might affect a child's story comprehension. Anecdotally, teacher-led read-alouds in the classrooms participating in this study ranged from 15 to 35 m.
The duration of an electronic storybook presentation is the amount of time that elapses from the moment the cover of the book is shown and the title is read until the end of the story. CD-ROMA has a duration of 24 m 48 s. It is impossible to determine the duration of the read aloud of CD-ROMB as it depends on the degree to which each child interacts with the hotspots. Pilot data indicate that children engaged in this read-aloud activity for as little as 9 mins (before abandoning the activity) and up to 60 mins in experimental conditions (Paciga, 2010). The OMS format has a duration similar to that of CD-ROMA – 20 m 56 s. The SO format is considerably shorter than the other formats – approximately 11 m.
Predictor variables
Because of the relationship of the variables associated with the RAND framework for comprehension, this study considers five variables as predictors of listening comprehension. These are related to text, task and student-level variables and are explained in the subsequent paragraphs.
Story format
Participants were randomly assigned to one of the four story-listening conditions described earlier. The format of the story they experienced was entered as a dummy variable in the regression model to determine the extent to which the story presentation format was related to listening comprehension. In the analyses, the variables z1, z2 and z3 were coded 0 or 1 to indicate having listened to CD-ROMA, CD-ROMB, and OMS formats, respectively. A student who listened to the SO format would be represented by the values for z1, z2, and z3 all being equal 0.
Task completion
In the data-collection stage of the research, participants asked to abandon the listening activity frequently. When this happened, the researcher gave the preschooler three prompts to encourage them to complete the activity. After a fourth request to abandon the activity, the child was permitted to do so, but still responded to all probes for story understanding. The researcher documented whether each child did or did not complete the story-listening activity. This information became a categorical variable that was recoded as a dummy variable with 0 indicating the task was completed and 1 indicating it was not completed.
Assessment of topic knowledge (ATK)
In order to measure prior topic knowledge regarding bats in particular and animals in general, a 14-item, multiple-choice assessment was created. Each item on this assessment had three or four response options, with only one correct choice receiving a score of 1 and three to four distractors scored with a 0. To ascertain internal consistency, the 11 items on the ATK were entered into reliability analysis yielding Kuder–Richardson (KR20) = .71.
Concepts of screen/computer skills (COS) checklist
Because the context of this study was a digital environment, it was necessary to be certain that a child's skill in manipulating the hardware and software on a computer did not interfere with his or her comprehension of digital texts. The COS checklist is a product of Turbill's research (2001a, 2001b) studying computer use in a kindergarten classroom. There are 13 items in this observational checklist that provide information about each child's computer skills: ability to control the mouse, use the hardware and software on the computer, and navigate within a given program. The 13 use items and the one access item allowed for a maximum score of 40 on the COS. Ten per cent of the study's sample was observed by two researchers. Each researcher arrived at COS item-level ratings independent of the other. Comparison scores indicate 91% agreement in observed scores. In a pilot study (Paciga, 2009) data that indicated the items related to mouse control (i.e. use with one hand, clicking with appropriate fingers, scrolling, click and drag, matching hand to mouse movement) accounted for the most variance in COS scores.
Receptive vocabulary
The Peabody Picture Vocabulary Test, 4th Edition (PPVT) (Dunn and Dunn, 2007) is an individually administered, norm-referenced assessment of listening comprehension for spoken words (receptive vocabulary) with standardized administration and is appropriate for use with individuals as young as 2.5 years of age to adulthood. The standard score distribution of the PPVT has a mean of 100 and a standard deviation of 15. Standard scores were normed by age for this study.
Outcome measures
Given the multi-dimensional nature of comprehension as defined by the RAND Model for comprehension (RAND Reading Study Group, 2002), multiple measures of listening comprehension were employed and analysed in this study. (The measures employed here reflect the types of questions commonly used in traditional read-alouds (i.e. the probes mirror those presented in preschool curriculum guides)); DeStefano et al. (2008) indicate in their evaluation of a US Department of Education Grant that a portion of the teachers in the participating classrooms utilized these kinds of questions while engaging the children in read-alouds.) One half of the preschoolers in each story listening condition received the implicit probes first and the other half received the explicit probes first. Implicit and explicit comprehension probe (ECP) scores were summed to arrive at one summary score for comprehension. The sum of the two types of comprehension probes yielded a possible range of scores from 0 to 20. This variable is represented by y in all analyses.
Explicit Comprehension Probes (ECP)
Basic story grammar – characters, setting, rising actions and resolutions – addressing the main story elements and sequence of events present in Stellaluna constitutes the ECP. Responses were scored as correct (1 point) or incorrect (0 points) and the sum of the eight items constituted the child's ECP score. All of the information requested in the ECPs was essential to understanding the story of Stellaluna at a literal, basic level. Two researchers observed 10% of the participants responding to the ECP in the data-collection phase of the current investigation. Each researcher arrived at ECP scores independent of the other, with 98% agreement between the two observers in recorded ECP scores.
Implicit Comprehension Probes (ICP)
Six probes were used to assess each child's high-level text comprehension scored as ‘appropriate with response anchored in the text’ (2 points), ‘appropriate without response anchored in the text’ (1 point), ‘inappropriate’ (0 points) or ’unable to code’ (excluded from the analysis). The following responses illustrate the difference between a score of 2 and 1. There is a scene in Stellaluna where she is afraid because she is alone, cold and had recently been attacked by an owl. An ICP question asks participants why Stellaluna is afraid. The child who responded that ‘she was afraid because of a monster’ or ‘she was hurt’ received only 1 point because there was no monster in the text and there are no visual or linguistic cues indicating that the bat is injured (Stellaluna did, however, experience a similar emotion to one that a child might feel when he or she perceives there to be a monster). The child who responded that she was afraid because she had lost her mother received 2 points. The sum of points for this measure served as the ICP score. Two researchers observed 10% of the participants responding to the ICP in the data-collection phase of the current investigation. Each researcher arrived at ICP scores independent of the other, with 86.25% agreement between the two observers on recorded ICP scores.
Analysis and results
The initial phases of data analysis combed the database for missing data and preliminary analyses were conducted to identify outliers and evaluate the assumptions for multiple regression (cases with random missing data were omitted from the analyses). In addition, descriptive data and cross-tabs were used to screen for initial data patterns. In these initial screenings, the researchers noted that more participants appeared to have abandoned the activity (i.e. did not complete the story listening task) in the CD-ROMB story format. At this point we hypothesized that perhaps some children's computer skills had an impact on their ability to complete this task. To evaluate this hypothesis we created an additional set of variables – an interaction variable between computer skill (as measured by the COS) and the assigned story-listening format.
The dummy z… variables for story listening format/condition were then crossed with the Concept of Screen (i.e. computer-skills assessment) scores to create variables a, b, c and d. The COS scores of participants who listened to the format in CD-ROMA appeared in the SPSS data column for variable a. The COS scores of participants who listened to the format in CD-ROMB appeared in the SPSS data column for variable b. The COS scores of participants who listened to the format in One More Story appeared in the SPSS data column for variable c. The COS scores of participants who listened to the format in Storyline Online would have a 0 in the SPSS columns for a, b and c.
Observed scores
Mean comprehension (y), computer skills (COS) and topic knowledge (ATK) scores.
Correlations among variables
Correlation matrix.
*p < .05.
Task completion
The correlation matrix (Table 3) demonstrates there was no significant relationship observed between age and task completion. A Pearson's χ2 test was also run to determine whether more children in a particular age group were abandoning the story-listening activity. This test produced non-significant results, χ2 (1, 122) = .733, p = .392. Writ large, the CD-ROMB condition was more frequently abandoned at both age levels, and the SO condition was more frequently completed than the other conditions. In other words, the participants who abandoned the activity were not all younger participants; their decision to quit listening to the story must have been attributable to some other variable.
Figure 2 plots the number of participants who completed or abandoned the story-listening activity as a function of their assigned story format. From this, it is clear that something in the CD-ROMB format was related to higher rates of incompletion in the story-listening activity. Something in the Storyline Online format was associated with more participants completing the story listening activity. This will be addressed in the forthcoming discussion and implications.
Number of participants who did not complete story-listening activity by story format.
Regression models
Multiple linear regression (Tabachnik and Fidell, 2007) was employed to determine whether or not the aforementioned variables could predict preschoolers' listening comprehension of their assigned story format. The backwards elimination method involves entering all variables into the model and deleting individual variables from the model if it improves the model's predictive value. The process is repeated until the most parsimonious model is attained.
Parameter estimates for variables explored by multiple linear regression.
*p < .05.
Analysis of variance for final multiple linear regression model.
**p > .01.
Parameter estimates for final multiple linear regression model.
**p > .01; *p > .05.
Discussion
Digital storybooks are widely (and sometimes freely) available and might provide additional exposure to the language of stories, but what happens when young children are left to listen to a digital story in a classroom-based centre-time context like a listening centre or in a digital-library/book-browsing centre? Will children reap the benefits of these multimedia platforms when left to listen to them independently? Our understanding of what makes storybook reading effective in supporting young children's listening comprehension of paper-bound text has come a long way, especially in the context of a read-aloud (see Sipe, 2008; Trelease, 2006; Van Kleeck et al., 2003). All that is recommended practice for read-alouds, though, is not applied in every context where children are creating meaning from viewing and listening, particularly in instances where children are accessing digital storybooks on computers (this is not to suggest that traditional read-alouds will ultimately give way to digital stories presented on computers or handheld devices). Are e-books really equipped to help at-risk preschool-aged children acquire the language and literacy skills required to meet grade-level standards?
The correlational analyses demonstrated no significant differences in comprehension across the four digital presentation formats of Stellaluna. It turned out that the dependent measures (ECP and ICP scores) exhibited lower than anticipated means and, accordingly, a restricted range and limited variability in observed comprehension scores. It is plausible that none of the existing presentation formats of Stellaluna provided adequate support for story comprehension for this sample of children. In other words, the existing design features of the digital storybook environments or the study design itself (i.e. a single listening experience) did not contain sufficient support for building the background and vocabulary knowledge or for processing the inferences and other plot connections required to understand this story. None of the presentation formats probed to see whether children had a basic understanding of the living habits of bats and birds before or during the story reading. Among the children in this sample were many with low scores on the ATK, suggesting that the group had minimal knowledge of these topics.
Because much of the existing research exploring digital storybook interventions for early literacy involves the child interacting with the technology independent of whole group or small group instruction/discussion (e.g. De Jong and Bus, 2002, 2004; Korat and Shamir, 2007, 2008), we know little about the ways in which these technologies can be woven into instructional contexts that have been documented to better support young children's background knowledge. An excellent live teacher would have built background knowledge into the storybook reading event, perhaps briefly talking about the different places bats and birds live on the page where Stellaluna falls into the birds' nest and about the kinds of foods birds and bats eat when the characters are feasting during the book reading. In addition, an excellent live teacher would probably expand on these topics during other times of the school day. In science they might look at diagrams of the bone structures of bats and birds and discuss why Stellaluna might have had difficulty landing upright on branches. Or, to take a more technologically rooted approach to building background knowledge, a teacher might have led a conversation and modelled Internet searching strategies and reading hypertext and hypermedia to fill the aforementioned gaps in background knowledge.
A lack of explicitly defined key vocabulary words is another contributing factor to poor story understanding resultant from inadequate scaffolding. The best case for expanding on unknown words was presented in the animated aspects of the presentation formats (e.g. Stellaluna shakes for trembling), but the burden of deducing the meaning of the unknown word here is left with the preschool listener. In this scenario, the preschooler is left without an external prompt to infer these new word meanings. Smeets and Bus (2012) designed an e-book for their study that employed prompts for children to process word meanings and found significant effects of this design feature on word learning.
With regard to implicit text comprehension, none of the existing presentation formats supported children in drawing causal connections among the plot elements. The existing formats do not prompt children to infer. Moreover, they also do not complete the next step in teaching children how to draw causal connections – building on or connecting with what is known by the child to what is in the text. For example, if asked why Stellaluna did not eat the caterpillar, a child might have suggested (incorrectly) that she simply was not hungry or (correctly) that Stellaluna did not like bugs. In the latter example, however, the program did not ask, ‘Why?’ (the answer being because fruit bats do not typically consume insects). So, it is not surprising, then, that few children identified ‘eating different foods’ as a difference between bats and birds in their responses to the implicit comprehension probes (ICP). Without piecing together the differences between bats and birds, then, a preschooler may appropriately conclude that Stellaluna probably prefers to live with the bats (and her mother), but would not be able to conclude that Stellaluna would prefer to live with the bats because fruit bats prefer to lead nocturnal lives, eat fruit and hang by their feet. This logic is supported by recent research with preschools that investigated what preschoolers independently understand from listening to a teacher-led read-aloud (Schickedanz and Collins, 2012).
Individual differences in background knowledge
This study also verified the important role of prior knowledge in listening comprehension of a digital storybook. The ATK scores were significant predictors for measures of both explicit and implicit listening comprehension for both 3- and 4-year-olds. This is in line with the findings of Alexander et al. (1995, 1994) where strong, positive correlations emerged between prior knowledge and text understanding. Although a causal relationship between prior knowledge and listening comprehension is not supported by this design, it is still clear that those who achieved higher ATK scores also exhibited better explicit and implicit story understanding. The shared variance among the predictor variables and the observed high correlation between the topic knowledge and receptive vocabulary measures confirm the inextricable relationship between vocabulary and comprehension that has been documented by many (see Nagy and Scott, 2000).
Another possible explanation for lower comprehension scores lies in the fact that this study was designed with a single digital storybook experience as opposed to multiple encounters with the same text as is common in studies examining print-based read-alouds and in much of the existing research with digital storybooks. This study selected one story listening experience (a) partly to simplify the design of the study and the analysis of the data to isolate the identified features of digital storybooks, and (b) partly to see what would happen when a child only listens to the story one time or not even all the way through the story as is common when children independently explore books.
Recent work by Roskos (2013) and Roskos and Burstein (2012) has begun to explore the kinds of instruction preschoolers need successfully to navigate and understand the digital stories they encounter throughout the school day in various contexts (i.e. shared reading, interactive read-alouds, independent reading/listening). The crux of their work indicates that, like traditional book experiences, preschoolers benefit most from multiple shared and/or guided experiences with digital stories before they exhibit sustained engagement in independent contexts. Also, clear and negative effects of presentation format emerged for trends in task completion. Non-parametric analyses indicated that the lowest percentage of preschoolers completing the story listening task was in the CD-ROMB condition and that the highest percentage was in the SO condition. There are two possible explanations of these results. (Note, though, that neither of the following explanations is empirically supported by this study’s design.) First, the CD-ROMB and the OMS presentation formats required preschoolers to interact with, or click, the screen to move to the next page of the story. Perhaps the child's ability to control a mouse and interact with digital media acted as an intervening variable in this instance. Second, the SO presentation format lasted for approximately 11 mins and the CD-ROMB format was open-ended, with a minimum duration of approximately 25 mins. Research on classroom read-alouds suggests that preschoolers' engagement is optimal for book reading activities that endure for 12–20 mins in length (Paciga et al., 2009), and this study does not refute these findings when children interact with digital storybooks. Perhaps the preschoolers would have exhibited higher comprehension scores and more students successfully completing the story-listening activity if the digital stories were shared and read aloud in a more traditional shared-reading methodology.
Implications
The findings from this study lead to implications associated with the ways in which we set up digital story-listening activities for young children and for the design of digital storybooks. Much of the existing research sets up digital story-listening experiences in independent contexts, rather than more developmentally appropriate contexts like the read-aloud (Paciga and Hoffman, 2014). If young children are to understand digital texts, they require a set of skills to access the text in a digital format and probably require multiple and supported exposures to digital text. Many of the preschoolers sampled in the current investigation struggled to control a mouse and navigate a digital storybook during the assessment of computer skills that preceded the story-listening activity (COS score). Moreover, the number of children electing to abandon the story-listening task indicates that young and at-risk children may not exhibit intrinsic motivation to listen to a complete story in a digital multimedia environment. Low SES and Black or Hispanic minority statuses – like those sampled in this study – use computers less frequently than peers from higher socio-economic status or of White or Asian-American status (Lee et al., 2009; Rideout et al., 2011) and will probably require modelling and support for engaging in these kinds of literacy activities. Participating children who attained low scores for computer knowledge also exhibited lower scores on measures of listening comprehension and tended to abandon the story-listening activity when it required computer interaction. This finding begs us to continue advocating for the purposeful inclusion of technology with young children in schools, particularly in communities at risk of reading failure where parents are less likely to have access to the newest technologies, lest technology skills have a compounding effect on the ever-present achievement gap.
Much about understanding literature depends on making sesnse of the nuances of the verbal and visual cues present in texts (Paivio, 1986; Teale, 2003). In excellent adult–child storybook reading interactions, the adult reader often scaffolds and supports the young listener by identifying the subtleties of the illustrations that provide pieces of the plot, defining challenging vocabulary or clarifying decontextualized language (Hammett et al., 2003; Labbo, 2009; McGee and Schickedanz, 2007). It is within the bounds of reason to suspect that, given the pervasiveness of digital books, society may witness a rise in the frequency of digital storybook-reading activities among younger age groups, thus increasing the child's exposure to storybook language that may not be supported or scaffolded by a human adult. The ramifications of these additional story-listening opportunities on listening comprehension of digital activities remain largely unknown; but essentially, the body of research on listening comprehension in traditional reading contexts concludes that the kind of deep, critical thinking we strive for in comprehension instruction will not emerge independent of scaffolded interaction and support from humans (McGee and Schickedanz, 2007; Schickedanz and Collins, 2012; Sipe, 2008; Van Kleeck et al., 2003).
We also need to revisit the well-documented and well-supported traditional notions of emergent literacy development and pedagogy in the field (Ferreiro and Teberosky, 1982; Teale and Sulzby, 1986; Whitehurst and Lonigan, 2001; Yaden et al., 2000). These should be challenged and expanded to incorporate benchmarks for digital literacy in addition to benchmarks for traditional literacy. The revised position statement of the NAEYC and the Fred Rogers Center for Early Learning and Children's Media (2012) acknowledge that technology is here to stay – a very positive step in the right direction – but caution (1) that ‘the push to integrate technology into early childhood settings can lead to inappropriate use’ and (2) ‘current attitudes and practices contribute to the growing digital learning divide’ (p. 3). In other words, great strides still remain for early childhood centres and those who work with at-risk preschoolers who are less likely to encounter computer-based media in the home (Rideout et al., 2011).
Teachers and parents need to expose children strategically to these tools for literate behaviour and support their young child's use and understanding of the purposes for which and the methods through which literacy goals are accomplished. Implementation studies where teachers are modelling how to use and navigate the technology (Roskos et al., 2011) seem to be a critical step in the right direction. It is likely that, as this study suggests, children who engage with technology at home and school – in work or play – also have the most background knowledge about technology and also tend to do better on measures of computer-based text comprehension.
Through correlational and multiple regression analyses, this study has demonstrated that the preschoolers' background knowledge specifically related to computer knowledge and skills and the topic of the story may interfere with the comprehension of digital texts even at very young ages, confirming findings of studies with adult populations. If young children are not able to manipulate technological hardware properly or cannot access the software on a digital device, they cannot access the text. Furthermore, if the child knows very little about the text's subject matter, there is little chance of comprehension.
The finding that computer skills interact with some aspects of the design of multimedia environments could potentially have the most profound implications for the field. First, young children may not have the technical competence to access the text, which may act in a similar manner to children who are starting to access texts independently but lack phonics knowledge to decode the text sufficiently. As more and more reading activities become digitized, the lack of emergent digital literacy skills could potentially have a compounding effect on the already dramatic differences in reading achievement as evidenced by the achievement gap. Second, the two multimedia environments that hinged on computer skills (CD-ROM A and B) as a significant predictor in multiple regression both contained extra-textual support for the story line, were fully animated, and therefore were less decontextualized than the other two versions of the story; the more contextualized digital stories presented in CD-ROM A and B likely bolstered comprehension for students assigned to these formats.
The achievement gap will not be minimized by maintaining the status quo of using traditional pedagogies with traditional texts. However, technology as it is presently designed is not the solution to this plight. This study demonstrates that young children do encounter difficulties with digital storybook comprehension when they interact with these texts independently. It also puts forth the idea that what a child knows about (1) the content of the text (i.e. topic knowledge) and (2) computers (i.e. domain knowledge) plays an important role in how he or she comes to understand digital texts. Today's children live in a digital world with digital texts (Grunwald Associates, 2010; Rideout et al., 2010; Shuler, 2009; Zevenbergen and Logan, 2008) and, given the ubiquitous role of technology today and the likelihood that technology will become even more integrated into our lives in the future, work on understanding how children from a very young age come to understand these text forms is crucially important. This kind of work will not be easy, but it is necessary to ensure that children have continued access to high-quality texts that are educative and to teachers and parents who can help them use, navigate and understand these new text forms.
Footnotes
Funding
This research was funded by the Dean's Scholar award from the Graduate College of the University of Illinois at Chicago (awarded April 2010).
