scholarly journals Mobile Game-Based Learning with a Mobile App: Motivational Effects and Learning Performance

Author(s):  
Yu-Lan Huang ◽  
Dian-Fu Chang ◽  
Berlin Wu ◽  
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◽  
...  

Goal: The use of mobile game-based learning with a mobile app in higher education aims to provide an interesting learning method which is acceptable and workable for university students in different majors and different gender to improve their English vocabulary acquisition. Objective: To analyze how, and to what extent, mobile game-based learning influences the participants’ learning performance and learning motivational effects. Experimental Setting: A mobile application game was employed to learn English vocabulary for a hundred university freshmen students from one private university in Northern Taiwan during the spring semester, 2016. Method: A pre-questionnaire and pre-test were carried out before the participants started using the app game for learning. A post-test and post-questionnaire were completed and analyzed after the 2-week experiment. Results: This paper reveals that mobile game-based learning is a workable and acceptable learning method for both female and male university students from different faculties. The results indicate that language teachers could benefit from collecting mobile educational applications and implementing the teaching via technology model into ubiquitous learning activities. The improvement between the pre-test and post-test showed the students’ positive learning performance.

2021 ◽  
Vol 37 (2) ◽  
pp. 152-170
Author(s):  
Di Zou ◽  
Ruofei Zhang ◽  
Haoran Xie ◽  
Fu Lee Wang

Information literacy (IL) is important for university students. In this research, we developed a digital role-playing game to enhance students’ learning of IL and investigated the effects of gameplay modes on their learning performance, motivation, self-efficacy and flow experiences. A total of 90 students participated in the study and played the game in collaborative, competitive and solo modes. Their IL knowledge was measured through a post-test after they completed the game and associated exercises. Their motivation, self-efficacy and flow experiences were evaluated through a questionnaire survey. The results indicated statistically significant effects of the gameplay modes on the students’ learning performance, motivation, self-efficacy and flow experiences. The solo mode was inferior to the other two in all four aspects. The collaborative mode significantly outperformed the competitive mode in terms of enhancing learning performance and flow experience, while the competitive mode was significantly better in terms of promoting self-efficacy. These two modes were similarly effective in the dimension of motivation. Based on the results, we suggest that students play games in the collaborative or competitive modes when conditions permit. We also advise teachers to provide students with rich opportunities for discussion, collaboration and interaction and believe that an appropriate competitive atmosphere is important.


ReCALL ◽  
2019 ◽  
Vol 31 (2) ◽  
pp. 170-188 ◽  
Author(s):  
Chih-Ming Chen ◽  
Huimei Liu ◽  
Hong-Bin Huang

AbstractMany studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and qualitative approaches to assess the effects of PHONE Words, a novel mobile English vocabulary learning app (application) designed with game-related functions (MEVLA-GF) and without game-related functions (MEVLA-NGF), on learners’ perceptions and learning performance. During a four-week experiment, 20 sophomore students were randomly assigned to the experimental group with MEVLA-GF support or the control group with MEVLA-NGF support for English vocabulary learning. Analytical results show that performance in vocabulary acquisition and retention by the experimental group was significantly higher than that of the control group. Moreover, questionnaire results confirm that MEVLA-GF is more effective and satisfying for English vocabulary learning than MEVLA-NGF. Spearman rank correlation results show that involvement and dependence on gamified functions were positively correlated with vocabulary learning performance.


2021 ◽  
Vol 2 (2) ◽  
pp. 30-50
Author(s):  
Tan Bee Sian ◽  
Tan Wee Hoe ◽  
Ahmad Zamzuri Mohamad Ali

This study sought to investigate using the digital game based learning (DGBL) approach to learn the assessment process among undergraduate students. A digital mobile game named Inventors of Future (IOF) is developed by gamifying the SA process. In this paper the results of the findings are presented through a single pre and post-test study.


2005 ◽  
Author(s):  
D. Sozen ◽  
B. Sayiner ◽  
M. Turanly ◽  
D. Taspinar

2018 ◽  
Vol 7 (4) ◽  
pp. 42-49 ◽  
Author(s):  
Korkmaz YİĞİTER ◽  
Hakan TOSUN

The aim of this study is to investigate the effects of participation in a 1-week summer camp on thehopelessness and self-esteem of the university students attending Sport Sciences Faculty. Participants were 36university students assigned to experiment group using a random procedure. Coopersmith Self-esteem and Beck Hopelessness Scales were completed at the beginning and end of the summer camp by designed the university. The obtained data were analysed in the SPSS 18.0 program and the significance level was taken as 0.05. The descriptive statistics, independent simple t test, paired simple t test and Pearson correlation were used for analyse the data in the study. According to the results of the research, no significant difference was observed in the comparison of the hopelessness and self-esteem levels between pre and post-test. In addition, there was a significant difference in the hopelessness level of male and female students but any significant difference was not observed in terms of self-esteem. There was a significant relationship between hopelessness and self-esteem pre and post-test. These result shows that a 1-week summer camp cannot change the hopelessness or self-esteem level. However, as the self-esteem rises, the rate of despair decreases whereas as the despair rises, the selfesteem decreases.


Author(s):  
Marlina Marlina

This research discussed the issue of the development of learning module based computer technology especially a powerpoint. This module is intended to help students receive the material that was delivered by lecturer especially design structured matter which currently learning module media shaped print and the contents of the text are form module so the university students ca not see the material . Based on these problems was built a module learning computer technology with a powerpoint . The reason the manufacture of the module was structured design material with a picture and a symbol of in designing a system so it needs to ease student visualiasi received mater learning. Method of development this module use the model ADDIE (analysis, design, development, implementation and evaluation). Results in this research validated by 2 ( two ) experts namely the people of material said 80% module very reasonable used without revision and media experts said 84% module very reasonable used without revision while results trial by college students by means of pre-test and post-test. The results obtained module very well be used.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Elif Aydoğan ◽  
Ali Derya Atik ◽  
Ergin Şafak Dikmen ◽  
Figen Erkoç

Abstract Objective Mobile applications, social media platforms are changing Internet user behavior; creating a new era of education in a connected world. We have previously reported training needs of health providers in the climate change. Aim is to develop and test an Android® Mobile app as an effective smart learning environment for climate change health impacts. Materials and methods The quasi-experimental design method was used in five phases: easy-to-reach, rich content Mobile app design and development for Android® operating system, scale development, finalizing scales to be used, implementation, data collection, analysis. Dependent t-test of pre-test and post-test awareness scores was analyzed. Usability and satisfaction were assessed with two scales; quantitative data with descriptive statistics. Results The developed Mobile app was effective in enhancing students’ learning experience, and well-received in terms of adopting and using such technology for educational purposes. Pre-test and post-test scores different statistically (p<0.05); increasing participants’ awareness level and were satisfied. Conclusion We conclude that our Mobile app, m-learning project, is successfully incorporated into the learning context; when tested, raised awareness about climate change and health effects for the public. To our knowledge, no currently existing tool to provide new mobile application for climate change education and promote awareness exists.


Proceedings ◽  
2021 ◽  
Vol 74 (1) ◽  
pp. 19
Author(s):  
Cemal Aktürk ◽  
Ceren Çubukçu

The COVID-19 (SARS-CoV-2) pandemic required changes to be made, especially in formal education processes. In order for the students to stay safe and healthy, many educational institutions switched to the distance learning method for the rest of the semester and continued their education without any intermission. Due to this switch, there has been a rise in the usage of learning management systems, and as a result, students started to encounter technical problems, especially during the exam periods, or they simply wanted to obtain more information about academic or administrative issues. This study used frequency and percentage analysis methods and examined the support request tickets opened up by students during distance education. Resolving the encountered problems quickly and effectively is very important in order to protect the motivation of the learners and ensure their successes. It was seen in the study that the majority of the problems reported by the students were related to internet connection or to the problems occurred during exams. This study aimed to share experiences with the researchers and technical and administrative staff working in this field and to contribute to the current distance learning literature.


Healthcare ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 397
Author(s):  
Ignacio Manuel Guerrero-Martínez ◽  
Francisco Javier Portero-Prados ◽  
Rocío Cándida Romero-González ◽  
Rocío Romero-Castillo ◽  
Manuel Pabón-Carrasco ◽  
...  

(1) Background: Simulation is a part of the day-to-day of the learning method in health sciences. The objective is to determine if the clinical simulation is useful for learning in the emergency setting, from the point of view of the nursing students. (2) Methods: A pre- and post-test exploratory study with an analytical and quasi-experimental design was used. The population is made up of nursing students from the Seville Red Cross Nursing Centre, who conducted a simulation exercise in the form of a drill for the care of multiple victims. A specific questionnaire was employed as a tool to analyse the dimensions of satisfaction, confidence and motivation, clinical experience, and decision making and technical abilities. (3) Results: There were favourable significant differences in the set of global responses, with p < 0.0001 for the “satisfaction” dimension and d = 1.25 for the “large” size of the effect, and p < 0.0069 for the “confidence and motivation” dimension and d = 0.58 for the “moderate–large” size of the effect. (4) Conclusions: The results are similar to those obtained in other studies in the scope of the 4 dimensions studied, thus coming to the conclusion that the perception of the nursing students on learning through clinical simulation is positive and favourable.


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