31 research outputs found

    Using PDA for undergraduate student incidental vocabulary testing

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    Recent studies have explored English vocabulary learning in environments where students used mobile technologies for prescribed vocabulary learning tasks, or tested designed personalized learning systems to enhance student vocabulary learning for short periods of time in language related courses. Dictionary use via mobile devices has mostly been used for referential purposes. Referential use refers to applications that provide student access to content such as dictionaries, e-books, etc. at places where learning activities occur, taking advantage of the portability and mobility of mobile devices. Research on free student use of mobile devices to foster incidental vocabulary learning in non-English courses remains scant, and no in-depth studies have been carried out to investigate the value of dictionary use on mobile devices for incidental vocabulary learning in higher education. This one-year multiple-case study investigated undergraduate students’ dictionary and other uses of Personal Digital Assistants (PDAs) to enhance their incidental vocabulary learning in an English as a Medium of Instruction (EMI) university. The research findings show: (a) the students made various uses of the PDA to improve their vocabulary learning, namely, referential, situated, constructive, reflective, explorative and conversing uses, (b) the students adopted integrated uses of the tools on the PDA and the computer for their incidental vocabulary learning, and (c) the integrated use of the PDA and the computer shaped the vocabulary learning activities and vice versa. These research results indicate that PDAs can be used in more flexible, novel and extended ways for English as a Foreign Language (EFL) vocabulary teaching and learning in higher education, taking student needs and contexts into consideration.published_or_final_versio

    Specialized Dictionary Mobile Apps for Students Learning English for Engineering, Business and Computer Science

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    Use of dictionaries is an integral part of language learning and teaching. With the availability of smartphones, EFL, ESL and ESP students can access and download a variety of specialized mobile dictionaries Apps (MDAs). Specialized MDAs are of special importance for students learning English for engineering, business, and computer science purposes. They contain thousands of essential specialize technical terms covering several sub-categories within the engineering, business and computer science fields. They are a good tool for enriching the students’ specialized vocabulary and helping them learn faster and remember more in a shorter time. This article aims to show ESP instructors examples of engineering, computer science and business MDAs available in the Google Play or Apple Stores; how specialized MDAs can be located; criteria for selecting specialized MDAs; the lexicographical features of specialized MDA and instructional stages with MDAs. Instruction with MDAs goes through three stages: pre-task, task, and post-task phases. The instructor serves as a facilitator. She can help students find and download MDAs that meet their needs and purposes and match their proficiency level; gives pre-questions; and follows the students up to make sure they are making the best use of MDAs. The article concludes with some recommendations for ESP pedagogy with MDAs

    The Use of Telegram Bot Api in Learning Semantics of Efl Students

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    Language teaching and learning is moving towards a new direction (mobile-assisted language learning/MALL)). MALL brings another way on how to assess students’ learning. One of the mobile technologies that can be used to help learner in learning a foreign language is Telegram. Telegram has many channels and bots to educate English. This study presented the use of Telegram Bot API in learning Semantics as how it could influence EFL students’ learning development through MALL application and how this could influence EFL students’ satisfaction. Interactive continuum method was used to find out EFL students’ development in comprehending Semantics materials and their satisfaction responses on this media use. Data of the EFL students’ learning development and their satisfaction was gathered via test bot, survey and semistructured interview. The ten participants were submitted paper based test and Telegram Bot API test, then the questionnaire were distributed after the bot. In order to clarify doubts of this questionnaire’s result, interview then was conducted. The findings showed that there was a significant development of EFL students’ achievement on the integration of Telegram Bot API in their learning and most of them were satisfied on this MALL media use. This conclusion then clarified by the interview results which showed that their satisfactions were range from its display and placement on presenting the test items and the choices, its user friendly, its accuracy, its flexibility on time response, to its other function beyond the form of a test such as a questionnaire

    Exploring learners’ Acceptance and Attitude towards Mobile Assisted Language Learning (MALL)

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    Two main reasons contributing to the lack of mastery in English grammar by students are their apprehension towards the subject and their difficulty understanding tenses. To alleviate the fear and trigger learners' interest in learning grammar, an interactive digital board game was designed via MALL targeted at TESL students. This paper aims to explore these students' perceptions of the game. The game uses the Theory of Variation as a theoretical basis that acknowledges that discernment is a function of variation.  A questionnaire and interviews were administered to the students. The findings show that the game helps enhance grammar learning.   Keywords: Digital board game, Grammar, Mobile Assisted Language Learning, Variation theory eISSN: 2398-4287© 2021. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v6i16.273

    Mobile apps for language learning

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    Chinese Medical College Students’ English Vocabulary Learning Difficulties, Attitudes and Preferences towards the Use of Mobile Application for Vocabulary Learning

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    English language teaching and learning have undergone a lot of changes in the past decades. Among these changes is the use of mobile application in learning, a new learning method where users use mobile platforms to learn. The purpose of this study is to identify Chinese medical college students’ vocabulary learning difficulties, as well as, to determine their attitudes and preferences on the use of mobile application in English learning vocabulary. The study used quantitative research design using descriptive statistics to analyze the data and report the result of the study. There were 282 Chinese medical college students who participated in this study in which a questionnaire survey was used to collect data. The findings indicated that Chinese medical college students have faced difficulties in English vocabulary learning, such as, spelling, pronunciation, word meaning and word usage. In terms of attitude, the results found that students have had favorable attitudes toward the use of mobile application in terms of its benefit in reading, listening and writing. However, in terms of speaking students tended to have different opinions on whether mobile applications are beneficial for developing their speaking.  However, incorporating, textbooks and mobile technology in vocabulary teaching and learning, might be a good way to help students in building their English language ability to become competent learners

    Language learning through handheld gaming: a case study of an English course with engineering students

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    El siglo XXI es la generación de Digital Game-Based Learning, una generación que creció con las tecnologías y contribuyendo a la prevalencia de los juegos digitales [Chuang et al., 10]. Así, el uso de consolas portátiles (Nintendo DS o SONY PSP) para el entretenimiento en todas las edades ha aumentado dramáticamente, al igual que la disponibilidad de los juegos que satisfagan necesidades específicas, las necesidades o preferencias de los usuarios. Aunque este campo de aplicaciones no está exenta de limitaciones, tales como la conectividad, la facilidad de uso y limitaciones técnicas [Moisés, 08; Hussain y Adeeb, 09], el aprendizaje móvil está ahora en el programa a todos los niveles de la educación [Cheon et al., 12; Frohberg et al., 2009; Suki y Suki, 07]. En este estudio analizamos cómo Nintendo utiliza tecnología móvil para enseñar vocabulario, gramática, pronunciación, escritura y habilidades de escucha puede ayudar a mejorar el entorno de aprendizaje y los resultados en inglés para estudiantes de ingeniería. La doble investigación apunta a (1) evaluar la satisfacción del estudiante con la tecnología móvil y (2) medir el aprendizaje del estudiante con Nintendo DS. A la luz de estas hipótesis, los resultados muestran cómo la introducción de dispositivos móviles puede aumentar el interés de los alumnos y la motivación en el proceso de aprendizaje, fomentar la integración de actividades y aumentar el rendimiento académico de los estudiantes.The 21st century is the generation of Digital Game-Based Learning, a generation growing up with technologies and contributing to the prevalence of digital games [Chuang et al., 10]. Thus, the use of mobile consoles (Nintendo DS or SONY PSP) for entertainment at all ages has increased dramatically, as has the availability of games that meet specific needs, requirements or users preferences. Though this field of applications is not exempt from constraints such as connectivity, usability and technical limitations [Moses, 08; Hussain and Adeeb, 09], mobile learning is now on the agenda at all levels of education [Cheon et al., 12; Frohberg et al., 09; Suki and Suki, 07]. In this study we analyze how Nintendo mobile technology used to teach vocabulary, grammar, pronunciation, writing and listening skills can help to improve the learning environment and the results in English for Engineering students. The two-fold investigation aims to (1) evaluate the student’s satisfaction with mobile technology and (2) measure student learning with Nintendo DS. In the light of these hypotheses, the results show how the introduction of mobile devices can increase students’ interest and motivation in the learning process, fostering the integration of activities and increasing the academic performance of students.peerReviewe

    Language learning through handheld gaming: a case study of an English course with engineering students

    Get PDF
    El siglo XXI es la generación de Digital Game-Based Learning, una generación que creció con las tecnologías y contribuyendo a la prevalencia de los juegos digitales [Chuang et al., 10]. Así, el uso de consolas portátiles (Nintendo DS o SONY PSP) para el entretenimiento en todas las edades ha aumentado dramáticamente, al igual que la disponibilidad de los juegos que satisfagan necesidades específicas, las necesidades o preferencias de los usuarios. Aunque este campo de aplicaciones no está exenta de limitaciones, tales como la conectividad, la facilidad de uso y limitaciones técnicas [Moisés, 08; Hussain y Adeeb, 09], el aprendizaje móvil está ahora en el programa a todos los niveles de la educación [Cheon et al., 12; Frohberg et al., 2009; Suki y Suki, 07]. En este estudio analizamos cómo Nintendo utiliza tecnología móvil para enseñar vocabulario, gramática, pronunciación, escritura y habilidades de escucha puede ayudar a mejorar el entorno de aprendizaje y los resultados en inglés para estudiantes de ingeniería. La doble investigación apunta a (1) evaluar la satisfacción del estudiante con la tecnología móvil y (2) medir el aprendizaje del estudiante con Nintendo DS. A la luz de estas hipótesis, los resultados muestran cómo la introducción de dispositivos móviles puede aumentar el interés de los alumnos y la motivación en el proceso de aprendizaje, fomentar la integración de actividades y aumentar el rendimiento académico de los estudiantes.The 21st century is the generation of Digital Game-Based Learning, a generation growing up with technologies and contributing to the prevalence of digital games [Chuang et al., 10]. Thus, the use of mobile consoles (Nintendo DS or SONY PSP) for entertainment at all ages has increased dramatically, as has the availability of games that meet specific needs, requirements or users preferences. Though this field of applications is not exempt from constraints such as connectivity, usability and technical limitations [Moses, 08; Hussain and Adeeb, 09], mobile learning is now on the agenda at all levels of education [Cheon et al., 12; Frohberg et al., 09; Suki and Suki, 07]. In this study we analyze how Nintendo mobile technology used to teach vocabulary, grammar, pronunciation, writing and listening skills can help to improve the learning environment and the results in English for Engineering students. The two-fold investigation aims to (1) evaluate the student’s satisfaction with mobile technology and (2) measure student learning with Nintendo DS. In the light of these hypotheses, the results show how the introduction of mobile devices can increase students’ interest and motivation in the learning process, fostering the integration of activities and increasing the academic performance of students.peerReviewe

    Implementing glossing in mobile-assisted language learning environments: Directions and outlook

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