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首页> 外文期刊>Journal of Information Technology Education: Research >Learning Foreign Languages Using Mobile Applications
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Learning Foreign Languages Using Mobile Applications

机译:使用移动应用程序学习外语

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Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners’ attitudes towards the process of learning, and more specifically in voluntary and mandatory environments.Background: Mobile devices and applications, which have become an integral part of our lives, are used for different purposes, including educational objectives. Among others, they are used in the process of foreign language acquisition. The use of a MALL application to learn foreign languages has advantages and drawbacks, which are important to understand, in order to achieve better learning results, while improving the enjoyment of the process.Methodology : The study population included people who participated in a foreign language course and used Duolingo application on a mobile device in parallel. One group consisted of high school pupils, who were obliged to use the application and filled in before and after questionnaires. The other group consisted of people who took face-to-face courses, and chose to use the same Duolingo application voluntarily, in order to assist their studies. The second group answered another questionnaire tailored to more experienced users. The findings were analyzed using IBM SPSS version 22, and a model was examined with Partial Least Squares Structural Equation Modeling.Contribution: This paper helps to understand the perceived advantages and drawbacks of using a MALL application by students both in mandatory and voluntary environments. Findings: Most of the participants found the MALL Duolingo application enhanced the learning process. The gamification characteristics, ease of use, ubiquity and self-learning facilities had a stimulating effect on the process of learning, and contributed to the willingness to continue using the application and to recommend it to others. However, some statistically significant differences were found between the groups, referring to the characteristics of the application, among them ubiquity, lack of human feedback and simplicity of use.Recommendations for Practitioners: The research findings can contribute to both teachers and students who conduct and participate in foreign language courses, by helping them examine the possibility of combining mobile learning with a traditional face-to-face course. Moreover, the findings can assist developers of mobile learning applications, in order to include gamification options in the process of learning.Recommendation for Researchers: Researchers in the fields of mobile applications and m-learning need to understand the factors enhancing the learning process, in order to develop the next generations of m-learning applications.Impact on Society: Mobile devices have become an accessory that almost every person in the world uses. Its ubiquitous characteristics allow using it everywhere and anytime. This is an opportunity to facilitate education to people all around the world. Gamification of m-learning applications can promote and encourage the use of these applications.Future Research Further examination is needed in different cultures, in order to understand if the findings are universal.
机译:目的/目的:本研究探讨了移动辅助语言学习(MALL)应用程序的使用如何影响学习者对学习过程的态度,尤其是在自愿和强制性环境中。是我们生活中不可或缺的一部分,可用于不同目的,包括教育目标。其中,它们用于外语习得过程中。使用MALL应用程序学习外语具有优点和缺点,必须理解它们的优点和缺点,以便获得更好的学习效果,同时提高过程的乐趣性。方法:研究人群包括参加外语的人课程并在移动设备上并行使用了Duolingo应用程序。一组由高中学生组成,他们有义务使用该应用程序并在调查表之前和之后填写。另一组成员是参加了面对面课程并自愿选择使用同一Duolingo应用程序以帮助他们学习的人。第二组回答了另一份针对更有经验的用户的问卷。使用IBM SPSS 22版对调查结果进行了分析,并使用偏最小二乘结构方程模型对模型进行了检验。贡献:本文有助于了解学生在强制性和自愿性环境中使用MALL应用程序的感知到的优点和缺点。发现:大多数参与者发现MALL Duolingo应用程序增强了学习过程。游戏化的特性,易用性,普遍性和自学功能对学习过程具有刺激作用,并有助于继续使用该应用程序并将其推荐给其他人。但是,在小组之间发现了一些统计学上的显着差异,涉及到应用程序的特征,其中普遍存在,缺乏人的反馈和使用简单。对从业者的建议:研究结果可以对进行和实施的教师和学生做出贡献。通过帮助他们研究将移动学习与传统的面对面课程相结合的可能性来参加外语课程。此外,研究结果可以协助移动学习应用程序的开发人员,以便在学习过程中包括游戏化选项。研究人员的建议:移动应用程序和移动学习领域的研究人员需要了解增强学习过程的因素。对社会的影响:移动设备已经成为世界上几乎每个人都使用的附件。它无处不在的特性允许随时随地使用它。这是促进世界各地人民接受教育的机会。移动学习应用程序的游戏化可以促进和鼓励这些应用程序的使用。未来研究为了了解研究结果是否具有普遍性,需要在不同文化中进行进一步的检查。

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