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Mobile Assisted Language Learning In Tunisia: Gamification As A Tool

Mobile Assisted Language Learning In Tunisia: Gamification As A Toolvon Marwen Ben Alkilani Sie sparen 14% des UVP sparen 14%
Über Mobile Assisted Language Learning In Tunisia: Gamification As A Tool

This study looked at the use of ¿gamification¿ in extracurricular educational opportunities to learn the English language in Tunisia. Its aim was to investigate the extent to which learners¿ (from primary school level) English language skills are evolving during MALL sessions (¿gamification¿ sessions) in English clubs. ¿Android application evaluation¿ and ¿clubroom observation¿ were used as data collection tools. Moreover, 10 groups of 4 learners (from primary school) were followed over 10 MALL (gamification) sessions. In this study, two Android educational games (AEG) were used: ¿Educational games for kids¿ and ¿English Grammar App nounshoun¿. After using these two Android educational games, the results show that learners¿ were motivated to learn the English language outside classrooms. Moreover, their vocabulary and grammar levels evolved. In the light of these results, pedagogical recommendations are made. Teachers¿ knowledge about MALL should be updated. Teachers should also use a variety of teaching materials to teach vocabulary and grammar in the English language. In addition, an application (i.e. an Android educational game) cannot, by itself, be sufficient.

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  • Sprache:
  • Englisch
  • ISBN:
  • 9783330322417
  • Einband:
  • Taschenbuch
  • Seitenzahl:
  • 52
  • Veröffentlicht:
  • 2. Juni 2017
  • Abmessungen:
  • 150x4x220 mm.
  • Gewicht:
  • 96 g.
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Beschreibung von Mobile Assisted Language Learning In Tunisia: Gamification As A Tool

This study looked at the use of ¿gamification¿ in extracurricular educational opportunities to learn the English language in Tunisia. Its aim was to investigate the extent to which learners¿ (from primary school level) English language skills are evolving during MALL sessions (¿gamification¿ sessions) in English clubs. ¿Android application evaluation¿ and ¿clubroom observation¿ were used as data collection tools. Moreover, 10 groups of 4 learners (from primary school) were followed over 10 MALL (gamification) sessions. In this study, two Android educational games (AEG) were used: ¿Educational games for kids¿ and ¿English Grammar App nounshoun¿. After using these two Android educational games, the results show that learners¿ were motivated to learn the English language outside classrooms. Moreover, their vocabulary and grammar levels evolved. In the light of these results, pedagogical recommendations are made. Teachers¿ knowledge about MALL should be updated. Teachers should also use a variety of teaching materials to teach vocabulary and grammar in the English language. In addition, an application (i.e. an Android educational game) cannot, by itself, be sufficient.

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