This paper describes the process of creating an app for languages informed by two key theoretical frameworks; the Framework-For-Action (FFA) (Hughes, Guion, Bruce, Horton, & Prescott, 2011) and the technological, pedagogical and content knowledge (TPACK) framework (Koehler & Mishra, 2009). Feedback from students throughout development informed the pedagogical and functional considerations which in turn supported the full development of the app. The app facilitates practical language use and contributes to language learner autonomy and self-access in and beyond the classroom.
Aim/PurposeHow to spread an anti-littering message amongst Vietnamese youth. BackgroundWe outline the design of a mobile game aimed at educating the target audience on the value of not littering.
MethodologyWe use key theory from the literature to inform the design of the game.
ContributionThis paper outlines an approach to education that could provide value in reconceptualizing mobile learning in future. A unique mobile game, Vietnam Run, was designed and developed for the Vietnamese audience, and its game design considerations outlined. There is a lack of studies conducted in the area of mobile serious games within the context of Vietnam. This paper addresses the existing gap in the present literature from that perspective. The game design considerations outlined in this paper could be adapted and applied to the future development of similar mobile serious games in Vietnam. Findings Localization as a starting point increases value when a key problem and target audience has been identified. Social cognitive theory and elaboration likelihood model forms the overarching theory that defines game design to sustain player interest and engagement.
Recommendations for PractitionersAcademic theory can provide a conceptual starting point for designing educational tools.
Recommendation for ResearchersApplication of theory in real world applications lends credence and delivers measurable impact in order to demonstrate value of previous work. Impact on Society It is anticipated that Vietnam Run will have value in spreading positive antilittering message within Vietnam and provide a starting point for future projects that can expand the aims of this project further.Vietnam Run: An Alternative Approach to Mobile Learning 160
Future ResearchThe future success of the game will be analyzed through media reach, game downloads and in-game analytics in order to provide a strong conceptual basis for future work in this area.
In this research the authors explore ClasSimVR, a proof-of-concept immersive virtual reality (ivr) application. This software is designed to support pre-service teachers (psts) implementation of a School-Wide Positive Behaviour Interventions and Supports (swpbis) approach to challenging student behaviours. ClasSimVR offers users the opportunity to engage with immersive hypothetical scenarios, whereby virtual students display challenging behaviours. Users respond to these behaviours with a range of possible actions aligned with a swpbis approach. The authors draw on a research-through-design (rtd) methodology to explore the design process of ClasSimVR. The article investigates the implications of an expert evaluation (n=5) conducted as part of the design process of creating ClasSimVR. More broadly, this research contributes to the discourse surrounding the design and implementation of immersive learning environments in educational contexts.
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