Mobile Assisted Language Learning In Tunisia: Gamification As A Tool

CHF 41.45
Auf Lager
SKU
SBB4MAHIO7F
Stock 1 Verfügbar
Geliefert zwischen Mi., 25.02.2026 und Do., 26.02.2026

Details

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.

Autorentext

Marwen Ben Alkilani, born in Tunisia in 1984. PHD student at the Faculty of Letters of Sfax. Member of the "Laboratoire Approches du Discours" and the TAYR association.


Klappentext

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.

Weitere Informationen

  • Allgemeine Informationen
    • GTIN 09783330322417
    • Sprache Englisch
    • Größe H220mm x B150mm
    • Jahr 2017
    • EAN 9783330322417
    • Format Kartonierter Einband
    • ISBN 978-3-330-32241-7
    • Veröffentlichung 27.06.2017
    • Titel Mobile Assisted Language Learning In Tunisia: Gamification As A Tool
    • Autor Marwen Ben Alkilani
    • Herausgeber LAP LAMBERT Academic Publishing
    • Anzahl Seiten 52
    • Genre Linguistics & Literature

Bewertungen

Schreiben Sie eine Bewertung
Nur registrierte Benutzer können Bewertungen schreiben. Bitte loggen Sie sich ein oder erstellen Sie ein Konto.
Made with ♥ in Switzerland | ©2025 Avento by Gametime AG
Gametime AG | Hohlstrasse 216 | 8004 Zürich | Schweiz | UID: CHE-112.967.470
Kundenservice: customerservice@avento.shop | Tel: +41 44 248 38 38