Use of a game-like application on a mobile device to improve accuracy in conjugating Spanish verbs

Published on Oct 2, 2016in Computer Assisted Language Learning2.018
· DOI :10.1080/09588221.2016.1197950
Daniel A. Castañeda2
Estimated H-index: 2
(Kent State University at Stark),
Moon-Heum Cho14
Estimated H-index: 14
(SKKU: Sungkyunkwan University)
ABSTRACTInterest in using mobile applications to enhance students’ learning in Spanish classrooms runs high; however, little empirical research about their effects has been conducted. Using intentionally designed classroom activities to promote meaningful learning with a mobile application, we investigated the extent to which students of Spanish as a second language (L2) could improve accuracy in conjugating verbs. Pre- and posttest results show that these activities helped students improve not only accuracy but also confidence in conjugating Spanish verbs. The 80 students who participated in this study for four consecutive semesters reported an overall positive experience with the verb-conjugating activities but noted some limitations. Results of this empirical study enhance the learning of Spanish with a mobile application in the classroom.
  • References (20)
  • Citations (12)
📖 Papers frequently viewed together
257 Citations
9 Citations
2 Authors (Mei Pu, Zheng Zhong)
2 Citations
78% of Scinapse members use related papers. After signing in, all features are FREE.
#2Junichi YagiH-Index: 1
Last. Suying YeH-Index: 1
view all 4 authors...
Recent studies have shown that simulation games may be useful tools for supporting foreign language education. However, much of this research has focused on games using 3D graphic technology, which entail technical requirements that may render them too complex for use in many educational contexts. Accordingly, we wanted to determine if less complex simulation games could also support the acquisition of a foreign language. We conducted a quasi-experiment using whole classes comprising EFL learner...
8 CitationsSource
#1Darina DichevaH-Index: 17
#2Christo DichevH-Index: 13
Last. Galia AngelovaH-Index: 9
view all 4 authors...
Introduction Traditional schooling is perceived as ineffective and boring by many students. Although teachers continuously seek novel instructional approaches, it is largely agreed that today's schools face major problems around student motivation and engagement (Lee & Hammer, 2011). The use of educational games as learning tools is a promising approach due to the games' abilities to teach and the fact that they reinforce not only knowledge but also important skills such as problem-solving, coll...
252 Citations
#1Jack Burston (CUT: Cyprus University of Technology)H-Index: 9
Despite the hundreds of Mobile-Assisted Language Learning (MALL) publications over the past twenty years, statistically reliable measures of learning outcomes are few and far between. In part, this is due to the fact that well over half of all MALL-related studies report no objectively quantifiable learning outcomes, either because they did not involve MALL implementation projects, or if they did, learning gains were only based on subjective teacher assessments and/or student self-evaluations. E...
84 CitationsSource
#1Laura K. Allen (ASU: Arizona State University)H-Index: 10
#2Scott A. Crossley (GSU: Georgia State University)H-Index: 29
Last. Danielle S. McNamaraH-Index: 50
view all 4 authors...
Laura K. Allen, Arizona State University Scott A. Crossley, Georgia State University Erica L. Snow, Arizona State University Danielle S. McNamara, Arizona State University The Writing Pal (W-Pal) is an intelligent tutoring system (ITS) designed to provide students with explicit writing strategy instruction and practice. W-Pal includes a suite of educational games developed to increase writing engagement and provide opportunities to practice writing strategies. In this study, first (L1) (n = 26) ...
39 Citations
Construction grammar (CG) has been proposed as an adequate grammatical formalism for building intelligent language tutoring systems because it is highly compatible with the learning strategies observed in second language learning. Unfortunately, the lack of computational CG implementations has made it impossible in the past to corroborate these proposals with actual language tutoring prototypes. However, recent advances in Fluid Construction Grammar (FCG) now offer exciting new ways of operation...
6 CitationsSource
56 Citations
#1Jonathon ReinhardtH-Index: 10
#2Julie M. Sykes (UO: University of Oregon)H-Index: 11
22 Citations
iTunes U has become the main worldwide provider of educational podcasts but,despite its popularity, little is known about the type of user who downloads iTunes U language resources, or how those resources are used. This paper presents the results of the first major survey (1891 responses) of users of one of the most popular iTunes U content providers in terms of downloads. It presents a profile of the iTunes U language learner, their listening habits and their opinion of the resources they downl...
20 Citations
#1Daesang KimH-Index: 3
#2Daniel RueckertH-Index: 1
Last. Daeryong SeoH-Index: 1
view all 4 authors...
Daesang Kim, Valdosta State University Daniel Rueckert, Oklahoma City University Dong-Joong Kim, Korea University Daeryong Seo, Indiana State University This study focused on how students perceive the use of mobile devices to create a personalized learning experience outside the classroom. Fifty-three students in three graduate TESOL classes participated in this study. All participants completed five class projects designed to help them explore mobile learning experiences with their own mobile d...
70 Citations
This paper describes an ongoing language-learning project, three years into its development. We examine both the feasibility and the limitations of developing English reading and grammar skills through the interface of mobile phones. Throughout the project, reading and grammar materials were regularly sent to students’ mobile phones. Students read or took part in any aspect of the materials that appealed to them. Information gathered from participants and server logs indicate that reading and le...
42 Citations
Cited By12
#1Chi-Jen Lin (NTUST: National Taiwan University of Science and Technology)H-Index: 2
#2Gwo-Jen Hwang (NTUST: National Taiwan University of Science and Technology)H-Index: 54
Last. Ya-Han Cao (NTUST: National Taiwan University of Science and Technology)
view all 4 authors...
Abstract The educational value of digital game-based language learning has aroused attention in the English language teaching field. Among all language-specific skills, grammar is seldom addressed in game-based language learning, despite the fact that learning grammar is one of the challenging tasks for English as a Foreign Language (EFL) students. Learners often lack the motivation and enthusiasm to learn and pursue goals for using target grammar in authentic contexts relevant to their lives. T...
#1Ruofei Zhang (HKU: University of Hong Kong)
#1Ruofei Zhang (HKU: University of Hong Kong)
Last. Di Zou (HKU: University of Hong Kong)H-Index: 6
view all 2 authors...
Digital technologies have been widely used to enhance language learning, the effectiveness of which has been acknowledged in the literature. With the rapid development of digital devices and techno...
In this study, we reviewed articles on technology-enhanced language learning and teaching. We aimed to summarize the content of reviewed articles in the following categories: (1) the number of articles published by journals and by year; (2) languages and skills; (3) technology used; (4) promising technologies. We reviewed 398 research articles. The highest number of articles was published in 2017 (n = 80), whereas the lowest number was published in 2014 (n = 53). The Computer Assisted Language L...
2 CitationsSource
#1Jen-Jiun LinH-Index: 1
#2Huifen Lin (NTHU: National Tsing Hua University)H-Index: 1
AbstractMobile-assisted language learning (MALL) has been a popular research area in recent years in the SLA field, as it has been considered as being able to facilitate language learning by offering an authentic, socially connective, contextually sensitive, and personalized mobile-mediated language learning environment. To investigate the benefits and possible limitations of mobile-assisted L2 vocabulary retention, many researchers continuously conducted relevant experiments worldwide. Among th...
4 CitationsSource
#1Hojjat Dehghanzadeh (TMU: Tarbiat Modares University)H-Index: 1
#2Hashem Fardanesh (TMU: Tarbiat Modares University)H-Index: 3
Last. Omid Noroozi (WUR: Wageningen University and Research Centre)H-Index: 1
view all 5 authors...
AbstractDigital gamification has been argued to be a fun and enjoyable method to support Learning English as a Second Language (LESL) and to ease the gap between students’ learning and educational ...
1 CitationsSource
AbstractRecent calls from applied linguistics and from CALL have emphasized the importance of situating the understanding and use of digital tools for language learning within layered contexts. An ...
#1Rui Li (HUST: Huazhong University of Science and Technology)H-Index: 1
#2Zhaokun Meng (SYSU: Sun Yat-sen University)
Last. Wei Xiao (Chongqing University)H-Index: 1
view all 5 authors...
AbstractAlthough digital game-based vocabulary learning (DGBVL) has attracted considerable attention, factors attributing to the facilitative effects of DGBVL have not yet been satisfactorily under...
This study explored students’ learning behavior before and after participating in an introduction to learning how to learn. This four-week intervention included the Massive Open Online Course Learning How to Learn, further discussions on the content of this MOOC, and hands-on practice using learning platforms. Its purpose was to investigate whether any changes in learning behavior remain observable during the next semester and whether proficiency in the target language would be significantly hig...
#1Moon-Heum Cho (SU: Syracuse University)H-Index: 14
#2Daniel A. Castañeda (Kent State University at Stark)H-Index: 2
Abstract The purpose of this study was to determine whether any changes occurred in students' motivational and affective engagement in L2 after participating in game-like activities with a grammar-focused mobile application in Spanish courses. The motivational and affective engagement of a total of 82 U.S. students was examined. Paired-samples t-tests showed that students improved significantly in intrinsic goal orientation, beliefs about controlling their learning, and self-efficacy for learnin...
2 CitationsSource
One form of educational inequality is the disparity that exists between urban and rural settings. Equal distribution of quality education is a challenge for developing countries due to the unavailability of resources. Various approaches to equal distribution are distance learning, telecast learning and e‐learning; however, these approaches cannot achieve the desired objectives due to their limitations. This research aimed to investigate the interesting question of whether mobile technology can b...
1 CitationsSource