HARNESSING ARTIFICIAL INTELLIGENCE AND GAMIFICATION TO ENHANCE ORAL READING FLUENCY IN EARLY LITERACY
K. Spiegel1, S. Homan2
This study investigates the efficacy of FluencyRev™, an AI-powered oral reading platform, in enhancing reading fluency and comprehension among first-grade students at Oak Park Elementary School during the 2021–2022 academic year. FluencyRev™ employs cutting-edge speech recognition technology to provide real-time visual feedback based on the understandability of students’ oral reading. Light gamification elements, including visual feedback, stars, and coin rewards, are designed to motivate students to engage in repeated readings, a practice widely recognized for improving reading fluency and comprehension. By simulating a reading partner that listens and responds to oral reading, FluencyRev™ aims to create a supportive and engaging environment for learners, particularly those in under-resourced educational settings.
The study focused on whether this AI-driven approach could increase students’ motivation to practice oral reading and, in turn, lead to measurable improvements in fluency and comprehension. Over a 13-week period, first-grade students used FluencyRev™ three times weekly to select leveled readers matched to their abilities and interests. Reading proficiency was assessed using the Dynamic Indicators of Basic Early Literacy Skills (DIBELS) at both the beginning and end of the intervention.
The results demonstrated significant improvements in DIBELS scores, supporting the hypothesis that the combination of AI-driven feedback and light gamification fosters repeated readings, enhancing fluency and comprehension. Additionally, the intervention may contribute to fostering a love of reading by making the practice more interactive and rewarding.
These findings suggest that technology-based reading interventions like FluencyRev™ hold promise for improving early literacy outcomes, particularly in schools serving high percentages of low-income and English Language Learner (ELL) populations. Future research should explore the long-term impacts of such interventions on diverse student populations to further validate their effectiveness and scalability.
Keywords: Artificial intelligence, gamification, early literacy, oral reading fluency, English language learners.