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Supporting vocabulary growth of high school students: An analysis of the potential of a mobile learning device and gaming app.

机译:支持高中生的词汇量增长:分析移动学习设备和游戏应用程序的潜力。

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摘要

The purpose of this dissertation was to explore the educational benefits of using an app on a mobile device (i.e. iPod Touch) to aid in the process of high school students' learning. The emphasis of this study explored the possibilities of learning vocabulary using a mobile device in an informal environment. Mobile devices embrace and encourage ubiquitous learning through their ease of portability and access to various activities that can allow for learning to occur. Learning theories and cognitive techniques were explored as a means of providing a mobile educational experience that is individualized, motivational, and beneficial for transfer to later word learning and reading comprehension.;Following a pre-test/post-test design, twenty-five high school students participated in this study by using a mobile device and vocabulary gaming app over the course of three weeks. The use of a game as an instructional tool offered a portable way for students to engage with content. The amount of vocabulary mastered after playing the app on the mobile device was examined in relation to the pre-test and post-test scores. The results via a paired sample t-test indicated there was no significant difference in performance between the tests, although the amount of time in using the app was important. The implications that emerged through a regression involved the direct correlation with the pre-test score as a predictor for the post-test score as well as the score achieved within the app as a predictor for the post-test score. The techniques used to play the app indicated that participants called upon the process of elimination and roots/word parts as tools to aid in the mastery of the vocabulary words. Participants offered suggestions related to the design characteristics of the app and how this affected the overall experience.;These findings pointed to the potential for incorporating a gaming application on a mobile device as an instructional tool for vocabulary development. Mobile devices provided a way of teaching today's high school students by allowing for learning to take place in an informal, individualized environment. This study indicated how the broadening of one's vocabulary might occur through the use of a mobile device and a gaming application.
机译:本文的目的是探讨在移动设备(例如iPod Touch)上使用应用程序以帮助高中学生学习的过程的教育意义。这项研究的重点探讨了在非正式环境中使用移动设备学习词汇的可能性。移动设备通过易于携带和访问各种活动来拥抱和鼓励无处不在的学习,这些活动可以使学习发生。探索了学习理论和认知技术,以此来提供一种个性化,激励性的,有益于转移到以后的单词学习和阅读理解的移动教育体验的方法;遵循预测试/后测试设计,最高25分在三个星期内,中学生通过使用移动设备和词汇游戏应用程序参加了这项研究。将游戏用作教学工具为学生提供了一种与内容互动的便捷方式。检查了与在移动设备上播放应用程序后掌握的词汇量有关的测验前分数和测验后分数。通过配对样本t检验的结果表明,尽管使用该应用的时间很重要,但两次测试之间的性能没有显着差异。通过回归得出的含义涉及与测试前分数(作为测试后分数的预测指标)以及在应用程序中获得的分数(作为测试后分数的预测指标)直接相关。用来玩该应用程序的技术表明,参与者要求消除过程以及词根/单词部分作为工具来帮助掌握词汇。参与者提出了与该应用程序的设计特征有关的建议,以及这如何影响整体体验。这些发现指出了将游戏应用程序集成到移动设备上作为词汇开发指导工具的潜力。通过允许在非正式的个性化环境中进行学习,移动设备为当今的高中生提供了一种教学方法。这项研究表明,通过使用移动设备和游戏应用程序,如何扩大词汇量。

著录项

  • 作者

    Redd, Jennifer Betsy.;

  • 作者单位

    Iowa State University.;

  • 授予单位 Iowa State University.;
  • 学科 Education Technology of.;Education Language and Literature.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 237 p.
  • 总页数 237
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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