Learning a new language is a challenging task. In many countries, students are encouraged to learn an international language at school level. In particular, English is the most widely used international language and is being taught at the school level in many countries. The ubiquity and accessibility of smartphones combined with the recent developments in mobile application and gamification in teaching and training have paved the way for experimenting with language learning using mobile phones. This article presents a systematic literature review of the published research work in mobile-assisted language learning. To this end, more than 60 relevant primary studies which have been published in well-reputed venues have been selected for further analysis. The detailed analysis reveals that researchers developed many different simple and gamified mobile applications for learning languages based on various theories, frameworks, and advanced tools. Furthermore, the study also analyses how different applications have been evaluated and tested at different educational levels using different experimental settings while incorporating a variety of evaluation measures. Lastly, a taxonomy has been proposed for the research work in mobile-assisted language learning, which is followed by promising future research challenges in this domain.
The aim of this study is to evaluate the usability of Mobile Assisted Language Learning i.e. Literacy and Numeracy Drive (LND) which is smartphone application to learn language and mathematics in public sector primary schools of Punjab, the biggest province of Pakistan. In this study, usability tests were conducted which included surveys of questionnaires from teachers and students. The user experience, reliability, and performance of mobile application assessed, along with user satisfaction. The LND mobile application has not been found to be successful, with a poor user interface and requires improvement. The "Using Experience," "Ease of Use" and "Usefulness" variables have been the lowest scorers in terms of user experience. Mobile device specifications were not simple and confusing; the services provided by the LND were not appealing and effective for students or teachers. This research suggested several improvements in the usability and functionality of this LND application based on assessed user experience. Many schools have chosen to use mobile apps for the teaching and evaluation of language at school. The use of mobile-assisted learning at public sector schools in Punjab, invites us to gauge the usability and effectiveness of this approach at such a huge scale which will make it more effective.
Literacy & Numeracy Drive (LND) is a mobile application that is used in public sector primary schools in Punjab province, Pakistan to teach students of Grade 03 on a tablet for learning languages and Mathematics. Persons designated the role of a Monitoring & Evaluation Assistant (MEA) visit every school allocated by authorities once in a month and select 07-10 students randomly to evaluate them on his own tablet by asking multiple questions related to English, Urdu and Mathematics. After the evaluation, MEA has to upload the result on the official portal for the respective school. This study aims to evaluate the effectiveness of LND for its usefulness, usability, accessibility, content, and assessments by involving students and teachers using this application in different schools. A mixedmethod study has been adopted in which 57 teachers and nearly 300 students from different locations of the district and from different schools have been selected, to measure the effectiveness of LND and evaluate the effectiveness with the help of interviews and questionnaires. The result reveals, in its current form, the LND application is not effective and needs improvement in usability, design, content, accessibility, infrastructure, and assessment. Furthermore, teachers recommend that game-based learning consists of an interactive interface, phonics, animations. As the more interactive and attractive presentation of the content and variations in the assessment may increase students' involvement and will make this application more effective and will produce good results.
In all aspects of life, the use of information and communication technology (ICT), including education, has become common and increasingly important for students. This paper attempts to identify the different effects of ICT on tertiary education. In the study, relation between the use of ICT with students and their academic achievement in public and private academia in Pakistan, investigated. The research proposed the following goals: To find out why students have been given access to ICT services, To explore how many students use ICT and for how long, To describe the connection among the use and academic performance of ICT in students. The study was performed on 300 students using questionnaire and in order to see the rate and find out if there is any association among ICT and students’ academic achievements, Pearson correlation coefficient, and descriptive statistics, used. The results showed that most students had laptops, personal computers, and in universities, they have Internet access. Many students stated, they used ICTs in order to improve their essential skills and to carry out their learning effectively with much involvement. It has also been established that the productive use of ICTs has had a substantial significant impact on the students
This paper aims to look at teachers, government officials, and students for Literacy & Numeracy Drive (LND), a smartphone app for students in Punjab province, Pakistan, to teach languages and math. Furthermore, to recognize LND usability and design problems while its use for grade three in schools. As the usability and design issues of LND were not discussed since the launch of this application. The methodology for this study is the questionnaire for teachers and semistructured interviews for government officials of District Sheikhupura and students. The result shows that LND has various usability and design problems in its current form, i.e., buttons, icons, color schemes, sluggish performance, and fonts. Besides, teachers, government officials, and students suggested that game-based learning consists of an interactive interface, phonics, key animations to be created and adopted. Highly engaging and appealing delivery of the curriculum and improvements in the appraisal will improve the participation of students and deliver better outcomes.
The study aims to develop an automated isolated word speech recognition for Malay language that relies heavily on the well known and widely used statistical method in characterizing the speech pattern, the Hidden Markov Model (HMM). This paper discusses the development and implementation of an isolated Malay word speech recognition system using HMM as the acoustic model. This research focuses on isolated 5 phonemes word structure such as empat (four), lapan (eight), rekod (record), tidak (no), tujuh (seven) and tutup (close). The proposed system is relatively successful where it can identify spoken word at 88% recognition rate which is an acceptable rate of accuracy for speech recognition.
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