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Concept-Oriented Reading Instruction (CORI) was developed in 1993 by Dr. John T. Guthrie with a team of elementary teachers and graduate students. The project designed and implemented a framework of conceptually oriented reading instruction to improve students' amount and breadth of reading, intrinsic motivations for reading, and strategies of search and comprehension.
The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]
Reading Tutor said the game was a prime example of how Reader Rabbit puts educational games in the context of an interesting story line. [13] Jeffrey Kessler who worked as a Learning Specialist for the Reader Rabbit franchise described the game as a clever mix of math, reading, art and emotion rather than a year's curriculum. [14]
Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity. [18] Identification with the character within the video game is an important factor in the learning potential of the gamer.
The motivation to read is one of the major factors that determine student success or failure in elementary school. [3] Therefore, it is crucial to come up with ways to motivate and include all students to read. Reading is a task requiring interest and effort; as such, the reading skill of students has been associated with reading motivation. [4]
Over 100 reading exercises include phonics, word-recognition, spelling skills and building vocabulary. The activities incorporate repetition of words, followed by a gradual increase of word variety. The game challenges users to keep learning independently and helps them to become interested in reading. [2]
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