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Journal ArticleDOI

Mobile English learning: An evidence-based study with fifth graders

Jacobijn Sandberg, +2 more
- 01 Aug 2011 - 
- Vol. 57, Iss: 1, pp 1334-1347
TLDR
In this paper, three groups participated in a study on the added value of mobile technology for learning English as a second language for primary school students, and the results indicated that students are motivated to use the application in their spare time and that this benefits their learning.
Abstract
Three groups participated in a study on the added value of mobile technology for learning English as a second language for primary school students. The first group had classroom lessons in English about zoo animals and their characteristics. The second group took classroom lessons and worked with a mobile application on location in a public zoo. The third group received the same treatment as the second but, as an extension, was allowed to take the mobile application home for a fortnight. A pre- and a posttest were conducted to measure the individual change in mastery of a set of targeted English words. The results showed that the group which took the mobile phone home improved the most. However, when the additional learning time, spent apart from school, of this third group was controlled for, the superior performance of the group disappeared. The results indicate that students are motivated to use the application in their spare time and that this benefits their learning. The conclusion is that formal school learning can be augmented by learning in an informal context, away from school.

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Citations
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Pedagogical framework of m-learning

TL;DR: The aim of this study is to describe the pedagogical framework of mobile learning according to new trends in developing technology, and it is found that there are four key aspects; integration of tools, Pedagogical approaches, assessment techniques and teacher training.
Journal ArticleDOI

The effects of students' motivation, cognitive load and learning anxiety in gamification software engineering education: a structural equation modeling study

TL;DR: It is shown that a well-designed GSEELS would affect student learning motivation and academic performance, and the research findings also show the effects of cognitive load on learning anxiety, with strong learning motivation resulting from a low learning anxiety.
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An observational study of undergraduate students' adoption of (mobile) note-taking software

TL;DR: This study investigated cross-platform software that has the potential to allow education practitioners to provide mobile support to their students' learning, while offering similar functionality to non-mobile users via more traditional computing platforms.
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Effects of playing mathematics computer games on primary school students' multiplicative reasoning ability

TL;DR: This article used a large-scale cluster randomized longitudinal experiment (N = 719; 35 schools) to investigate the effects of online mathematics mini-games on primary school students' multiplicative reasoning ability.
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A critical review of 13 years of mobile game-based learning

TL;DR: The transition to mGBL presents several difficulties, and therefore cannot be conceived as a simple and quick modification of existing GBL solutions, and is anticipated to foster the development of well-designed solutions that are intensive not only in their technological aspect, but in pedagogical qualities as well.
References
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Journal ArticleDOI

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TL;DR: Collins, Brown, and Newman as mentioned in this paper argue that knowledge is situated, being in part a product of the activity, context, and culture in which it is developed and used, and propose cognitive apprenticeship as an alternative to conventional practices.
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Journal ArticleDOI

A survey on context-aware systems

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Journal ArticleDOI

The promise of multimedia learning: using the same instructional design methods across different media

TL;DR: A program of research is explored aimed at determining research-based principles for the design of multimedia explanations and the extent to which methods are effective across different learning environments—which can be called media.
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