2020
DOI: 10.14569/ijacsa.2020.0110611
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Usability and Design Issues of Mobile Assisted Language Learning Application

Abstract: 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 offici… Show more

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Cited by 12 publications
(11 citation statements)
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“…Summarize the Table 11 , researchers developed applications and games for language learning in which majority of these developed for English Language Learning and vocabulary. Similarly, less application and games were developed for pedagogy ( Kearney et al, 2012 ) ( Dennen & Hao, 2014 ) reading ( Hsu, Hwang & Chang, 2013 ) ( Lin, 2014 ), pronunciation ( Liakin, Cardoso & Liakina, 2014 ) idioms ( Wong, 2013 ) ( Amer, 2014 ) tenses ( Önal, Çevik & Şenol, 2019 ) grammar ( Chu, Wang & Wang, 2019 ; Ramadoss & Wang, 2012 ) spellings ( Tshering et al, 2018 ) achievement, attitude, usefulness, usability and effectiveness ( Martin & Ertzberger, 2013 ) ( Liu, Li & Carlsson, 2010 ) ( Ishaq et al, 2020a ; Ishaq et al, 2020b ; Ishaq et al, 2019 ; Ishaq et al, 2020d ). From the selected studies, various models/frameworks were used as a base for developing an application in which TAM ( Hsu, Hwang & Chang, 2013 ) ( Lin, 2014 ) ( Chang et al, 2013 ) ( Ishaq et al, 2020b ; Ishaq et al, 2019 ) mostly used.…”
Section: Assessment and Discussion Of Research Questionsmentioning
confidence: 99%
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“…Summarize the Table 11 , researchers developed applications and games for language learning in which majority of these developed for English Language Learning and vocabulary. Similarly, less application and games were developed for pedagogy ( Kearney et al, 2012 ) ( Dennen & Hao, 2014 ) reading ( Hsu, Hwang & Chang, 2013 ) ( Lin, 2014 ), pronunciation ( Liakin, Cardoso & Liakina, 2014 ) idioms ( Wong, 2013 ) ( Amer, 2014 ) tenses ( Önal, Çevik & Şenol, 2019 ) grammar ( Chu, Wang & Wang, 2019 ; Ramadoss & Wang, 2012 ) spellings ( Tshering et al, 2018 ) achievement, attitude, usefulness, usability and effectiveness ( Martin & Ertzberger, 2013 ) ( Liu, Li & Carlsson, 2010 ) ( Ishaq et al, 2020a ; Ishaq et al, 2020b ; Ishaq et al, 2019 ; Ishaq et al, 2020d ). From the selected studies, various models/frameworks were used as a base for developing an application in which TAM ( Hsu, Hwang & Chang, 2013 ) ( Lin, 2014 ) ( Chang et al, 2013 ) ( Ishaq et al, 2020b ; Ishaq et al, 2019 ) mostly used.…”
Section: Assessment and Discussion Of Research Questionsmentioning
confidence: 99%
“…The results presented by studies for gamified applications of vocabulary learning, Idioms, grammar, sentence structure, tenses, and words outperformed the control groups with much engagement, interest, and positive feedback. Although mobile applications are effective, gamified applications are more effective with enhanced interest and engagement, resulting in positive learning outcomes ( Ishaq et al, 2020a ; Ishaq et al, 2020b ; Ishaq et al, 2019 ; Ishaq et al, 2020d ). Furthermore, it may be concluded that gamified applications are trending for all the subjects at all levels of education to get significant learning performance ( Ishaq et al, 2020d ) ( Ishaq et al, 2020c ; Dichev & Dicheva, 2017 ) ( Zin & Yue, 2013 ; Zin, Jaafar & Yue, 2009 ).…”
Section: Assessment and Discussion Of Research Questionsmentioning
confidence: 99%
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“…The author found that cellphones have a mixture of academic achievement or student teaching (Ishaq et al, 2020b). Ishaq et al (2020c) have suggested that, despite the smartphone's physical advantage of learning a foreign language, it is seen as a double-edged sword where some experience adverse effects due to the addictive character of most applications such as WhatsApp, Facebook and Games. It steals students' time accidentally, which severely impact their academic achievement.…”
Section: Discussionmentioning
confidence: 99%