Journal
COMPUTERS & EDUCATION
Volume 76, Issue -, Pages 119-130Publisher
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/j.compedu.2014.03.006
Keywords
Mobile learning; Serious gaming; Language learning; Multimedia
Funding
- Stichting Kennisnet under the programme Stimuleringsregeling Educatief Onderzoek
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Two groups participated in a study on the added value of a gaming context and intelligent adaptation for a mobile learning application. The control group worked at home for a fortnight with the original Mobile English Learning application (MEL-original) developed in a previous project. The experimental group worked at home for a fortnight with MEL-enhanced, the original application embedded in an adventure game and augmented with intelligent adaptation. Two learning themes were used: Zoo animals and Neighbourhood. Both groups attended lessons at school on Zoo Animals and Neighbourhood during the same periods they were allowed to work with the application at home. A pre- and post-test were conducted to establish the initial vocabulary knowledge and the knowledge acquired during the learning phase. The main results indicated that the students in the experimental condition (MEL-enhanced) outperformed the children from the control group (MEL-original), although the former group did not spend more time with the learning material than the latter, and that the students in the experimental group valued MEL-enhanced more than the children from the control group valued MEL-original. (C) 2014 Elsevier Ltd. All rights reserved.
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