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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The vocabulary learning behavior of Romanian high school students in a digital context

Cojocnean, Diana Maria January 2015 (has links)
This thesis investigates the vocabulary learning behavior of Romanian high school students in a digital context. The research identifies the vocabulary learning strategies used by EFL high school students and focuses on how the choice of vocabulary learning strategies varies across four independent variables: students' age, gender, academic profile (math-ICT, humanities, science and economic-technical) and language program (intensive English, bilingual, normal). These variables are hypothesized to influence learners' vocabulary behavior. Furthermore, the study examines the technology enhanced tools (computer and mobile assisted language learning tools) used by these students in their vocabulary learning as well as their attitudes towards using technology in vocabulary learning. Likewise, the study analyzes how students' choice of technology enhanced tools and their attitudes towards them vary across the four independent variables. The study is a mixed methods investigation with 1,239 participants (60% female, 40% male, aged 14-19 years old) learning English as a foreign language in nine Romanian secondary schools. Of the 1,239 participants who filled in the self-reported questionnaire, 43 also participated in focus group discussions prior to the administration of the questionnaire. The quantitative data were analyzed using descriptive and inferential statistics procedures whereas the qualitative data were analyzed thematically. The results from both phases were integrated in the results chapter. The main findings indicated that Romanian high school students prefer social strategies, followed by determination, metacognitive, cognitive and memory strategies. However, the usage of the strategies in these categories is medium towards low. As for individual vocabulary learning strategies, the participants reported that the impact of a new word, English media, guessing from context, associating the word with a picture and using cognates are frequently used strategies. The results also indicated that students' use of vocabulary learning strategies varies across the four independent variables. As far as the use of digital tools for vocabulary learning, the findings indicated that the students in this particular cultural context use few available digital tools with a preference for online dictionaries, games and social networking web sites. The results showed that overall Romanian students are not very familiar with computer and mobile assisted language learning tools, their attitudes towards the use of digital tools for vocabulary learning are neutral and they mostly associate the use of personal devices with their personal space, suggesting that they may not want to embed learning in their everyday activities. The results enrich existing knowledge of vocabulary learning strategies in a Romanian cultural context and they also give us an insight into how high school students use computer and mobile assisted language tools in their vocabulary learning. Implications for theory and practice are also discussed.
2

A language application for Health Science students : a study on user experience

Wilken, Ilana January 2016 (has links)
South Africa is home to 11 official languages and speakers of these languages communicate with one another on a daily basis. Such multilingual communication occurs throughout the country, especially at hospitals and clinics. Every so often, someone needs to visit a healthcare facility and then it is difficult for the patient to find a health professional that speaks a language he/she understands. Some universities in South Africa, including the University of Pretoria, address this matter by teaching students an additional language to enable them to communicate with their patients. This study aimed to assist the University of Pretoria in this endeavour by providing three custom-designed, mobile-assisted Sepedi language learning applications to students from the Faculty of Health Sciences enrolled for the Sepedi language module. The students used the applications as supplementary tools for their studies over nine weeks and then completed a questionnaire on user experience. The questionnaire was used to determine whether the students perceived the mobile applications to be useful supplementary tools to their studies and whether they had a clear preference for a specific application. The results of this user experience study report a positive response to the applications, including strong preferences made by the students who participated in the study. / Dissertation (MA)--University of Pretoria, 2016. / African Languages / MA / Unrestricted
3

A Virtual Approach to Communication: Augmented Reality and Language Related Episodes in Second Language Learning

January 2020 (has links)
abstract: In the last decade, the educational field, in general, has experienced increasing interest in applying augmented reality (AR) for educational purposes. Studies have shown that when AR is effectively applied in education, it can increase students’ learning interest and concentration (Zhang et al., 2014), reduce cognitive overload (Bower et al., 2014, p.1), and provide a more authentic learning experience (Klopfer, 2008). This study uses both cognitive and sociocultural theoretical perspectives to better understand the role of AR in peer interaction by investigating language-related episodes (LREs) during collaborative dialogue. The current study investigates whether mobile-based AR influence the number, nature, outcome, and correction orientation of LREs during two oral and writing-focused activities of ten advanced L2 Spanish dyads using AR and non-AR mobile applications. The results show significant differences in the incidence of LREs in both settings (AR vs non-AR) and modality focus (oral vs writing-focused). Although significant differences were found between mechanical LREs vs. lexical and grammatical LREs, no significant differences were found between lexical and grammatical LREs in both modalities and settings. Likewise, the correction orientation was similar in both modalities, whereas the LRE outcomes were significantly different in both settings. Immediate posttests were administered to determine whether participants retained the results of the LREs based on the LRE outcome types. The posttests showed a strong correlation between the recognition and production scores of the grammatical structures. However, no significant differences were found in the recognition or production of grammatical structures nor the production of lexical items between the two settings. / Dissertation/Thesis / Doctoral Dissertation Spanish 2020
4

Design and use of mobile technology in distance language education : Matching learning practices with technologies-in-practice

Viberg, Olga January 2015 (has links)
This thesis focuses on the adaptation of formal education to people’s technology- use patterns, theirtechnology-in-practice, where the ubiquitous use of mobile technologies is central. The research question is: How can language learning practices occuring in informal learning environments be effectively integrated with formal education through the use of mobile technology? The study investigates the technical, pedagogical, social and cultural challenges involved in a design science approach. The thesis consists of four studies. The first study systematises MALL (mobile-assisted language learning) research. The second investigates Swedish and Chinese students’ attitudes towards the use of mobile technology in education. The third examines students’ use of technology in an online language course, with a specific focus on their learning practices in informal learning contexts and their understanding of how this use guides their learning. Based on the findings, a specifically designed MALL application was built and used in two courses. Study four analyses the app use in terms of students’ perceived level of self-regulation and structuration. The studies show that technology itself plays a very important role in reshaping peoples’ attitudes and that new learning methods are coconstructed in a sociotechnical system. Technology’s influence on student practices is equally strong across borders. Students’ established technologies-in-practice guide the ways they approach learning. Hence, designing effective online distance education involves three interrelated elements: technology, information, and social arrangements. This thesis contributes to mobile learning research by offering empirically and theoretically grounded insights that shift the focus from technology design to design of information systems.
5

An investigation into the validity of mobile technologies as a support structure for first year students studying German as a foreign language in a South African context

Stander, Alison Gretchen 03 1900 (has links)
Thesis (MPhil (Modern Foreign Languages. Hypermedia for Language Learning))--University of Stellenbosch, 2011 / ENGLISH ABSTRACT: The high penetration rate of mobile devices all over the world, and especially in South Africa, has significantly increased the relevance of Mobile Assisted Language Learning (MALL). The objective of this study is to ascertain the viability of incorporating MALL technology to enhance the language learning experience of South African university students who are studying a foreign language. The students enrolled for the beginners’ German course at Stellenbosch University served as participants in this study, and surveys and interviews were used to establish their exposure to mobile devices, as well as their experiences in relation to the incorporation of Short Messages Service (SMS) into their German course. The results indicate that although the vast majority of students are mobile device owners, only a few students will embrace the idea of using these devices to improve their language skills without any incentive. Without constant motivation and encouragement to use mobile technologies, and the willingness from everybody involved in both teaching and learning a foreign language, mobile technology as a support structure cannot be implemented successfully. / AFRIKAANSE OPSOMMING: Weens die hoë indringingsaanslag van mobiele toestelle regoor die wêreld, en so ook in Suid-Afrika, het die relevansie van Mobiele Ondersteuning vir Taal Onderrig (MOTO) aansienlik verhoog. Die uitkoms van die studie is om te bepaal wat die lewensvatbaarheid is, van die inkorporering van MOTO tegnologie om die taal aanleer ervaring van Suid-Afrikaanse studente wat `n vreemde taal aanleer te verhoog. Die studente wie geregistreer was vir die Duits beginners klas by die universiteit van Stellenbosch, het gedien as deelnemers aan die study. Opnames en onderhoude was gebruik om die studente se blootstelling ten opsigte van mobiele toestelle vas te stel, so ook hul ervaring van die inkorporering van kortboodskapdienste (SMSe) in die Duitse module. Die resultate toon dat alhoewel die meeste studente eienaars is van een of ander mobiele toestel, dat daar slegs `n paar studente is wat die konsep van die gebruik van hierdie toerusting vir die verbetering van taal vermoë, sonder enige insentief, aangryp. Sonder konstante motivering en aanmoediging om mobiele toestelle te gebruik, en die bereidheid van almal wie betrokke is in beide die leer en die onderrig van ’n vreemde taal, sal die implementering van mobiele tegnologie as ’n ondersteuningsmiddel nie suksesvol geskied nie.
6

Reading Fluency Development and Science in a Fourth Grade Dual Language Immersion Classroom

Casares, Talia A. 11 April 2022 (has links)
Students from dual language immersion (DLI) classrooms are required to learn the language through content. However, some students have not yet developed these abilities by the time they start fourth grade. Thus, to fully comprehend content such as science, students need stronger reading and writing abilities in the second language (L2). To help stakeholders have a better understanding on how to effectively help students throughout this process, this action research studied the effectiveness of integrating literacy with science and mobile assisted language learning (MALL). Findings showed that the integrations of literacy, science and MALL were effective with statistically significant results in science and reading. These findings also yielded pedagogical implications about the importance of considering students' language background and gender, as well as the use of MALL when teaching and planning the curriculum for DLI classrooms.
7

Designing and using gamification elements to improve students’ user experience in a video-based mobile language learning app

Galle, Thor January 2020 (has links)
With the rise of the smartphone industry, the domain of mobile-assisted language learning (MALL) has increasingly grown. A large number of language learning applications have been developed aiming to support individuals’ second language acquisition on various levels, e.g., by teaching vocabulary and grammar to improve reading and listening comprehension. The viability of these applications has been examined in literature and shows overall positive but mixed results. On one side, their success is partly attributed to gamified design elements. These are reported to improve the user experience (UX) and boost learners' motivation. On the other side, the primary reliance on decontextualized vocabulary and grammar exercises is criticized. In response, one such application, SVT Språkplay developed by the Swedish non-profit Språkkraft, incorporated television programs as a longer form of context. This introduced novel video-based learning functions. The first aim of this thesis was to start filling a gap in research by evaluating the usability and user experience of these functions. This was performed through user tests and interviews with seven second language students who used the app to learn Swedish over a period of at least two weeks. The second aim of the thesis was to improve the usability and user experience of the problematic learning functions through a user-centred design process with the ultimate goal to improve learner support and vocabulary acquisition outcomes. The study participants consisted of doctoral researchers and students recruited from a basic Swedish course at KTH. They represent a demographic that benefits from learning Swedish to improve their job opportunities. The initial evaluation results were analysed through the lens of the MUUX-E theoretical framework [10] , a framework for evaluating the “user experience and educational features of m-learning environments”. The evaluation showed that the core vocabulary learning aids directly integrated into the video watching experience were perceived as useful. Conversely, the gamified learning functions outside of the video watching experience were found to be scarcely used as intended. The subsequent user-centered design process improved upon the design of problematic learning functions by adhering to the principles of the MUUX-E framework. Concretely, more varied contextualized vocabulary exercises were designed, more options for user customization were included and feedback and progress metrics such as “streaks” were highlighted. An evaluation of the design with the same participants as the initial evaluation suggests that these changes would improve the usability and user experience of the application. Further research should evaluate an implemented end-product based on the proposed designs in a real-life setting. In that case, its pedagogical merit should also be evaluated. In summary, this thesis found that mobile video-based MALL apps such as Språkplay can provide usable and enjoyable language learning functions. / Med tillväxten av mobiltelefonbranschen har domänen för mobilassisterad språkinlärning (MALL) ökat alltmer. Ett stort antal språkinlärningsapplikationer har utvecklats för att stödja individers förvärv av andraspråk på olika nivåer, t.ex. genom att lära ut ordförråd och grammatik samt för att förbättra läs- och hörförståelsen. Dessa applikationer har undersökts i litteraturen och visar positiva men blandade resultat. Å ena sidan tillskrivit deras framgång delvis spelelementen. Dessa rapporteras förbättra användarupplevelsen (UX) och öka elevernas motivation. Å andra sidan kritiseras det primära förlitandet på dekontekstualiserade ordförråd och grammatikövningar. Som ett svar skapades en sådan applikation, SVT Språkplay, utvecklad av den svenska ideella föreningen Språkkraft, vilken använder TV-program som en längre form av språkligt sammanhang. Detta introducerade nya videobaserade inlärningsfunktioner. Det första syftet med denna uppsats var att börja fylla ett hål i forskningen genom att utvärdera användbarheten och användarupplevelsen av dessa funktioner. Det gjordes genom att genomföra användartester och intervjuer med sju andraspråkstudenter som använde appen för att lära sig svenska under en period av två veckor. Det andra syftet med arbetet var att förbättra användbarheten och användarupplevelsen för dessa inlärningsfunktioner genom en användarcentrerad designprocess med det slutliga målet att förbättra studentens stöd. Studiedeltagarna bestod av doktorander och studenter rekryterade från en nybörjarkurs i svenska på KTH. De representerar en demografisk nytta av att lära sig svenska för att öka deras tillgång till den svenska arbetsmarknaden. De första utvärderingsresultaten analyserades genom tillämpning av MUUX-E-ramverket, ett ramverk för att utvärdera “ u ser experience and e ducational features of m -learning e nvironments” [10] . Det visade att de grundläggande ordförrådets inlärningshjälpmedel som direkt integrerades i video upplevdes som användbara. Omvänt användes knappt alls de spelifierade inlärningsfunktionerna utanför videon. Den efterföljande användarcentrerade designprocessen förbättrades vid design av problematiska inlärningsfunktioner genom att följa principerna i MUUX-E-ramverket. Konkret utformades mer varierade kontextualiserade vokabulärövningar, fler alternativ för användaranpassning inkluderades och feedback- och framstegsmetriker som “streaks” lyftes fram. En utvärdering av designen med samma deltagare som den första utvärderingen tyder på att dessa förändringar skulle förbättra användbarheten och användarupplevelsen. Ytterligare forskning bör utvärdera en implementerad slutprodukt baserad på de föreslagna designförbättringarna i en verklig miljö. I så fall bör dess pedagogiska meriter också utvärderas. Sammanfattningsvis fann vi att videobaserade MALL-appar som Språkplay kan ge användbara och roliga språkinlärningsfunktioner.
8

Design and use of mobile technology in distance language education : matching learning practices with technologies-in-practice

Viberg, Olga January 2015 (has links)
This thesis focuses on the adaptation of formal education to people’s technology- use patterns, their technology-in-practice, where the ubiquitous use of mobile technologies is central. The research question is: How can language learning practices occuring in informal learning environments be effectively integrated with formal education through the use of mobile technology? The study investigates the technical, pedagogical, social and cultural challenges involved in a design science approach. The thesis consists of four studies. The first study systematises MALL (mobile-assisted language learning) research. The second investigates Swedish and Chinese students’ attitudes towards the use of mobile technology in education. The third examines students’ use of technology in an online language course, with a specific focus on their learning practices in informal learning contexts and their understanding of how this use guides their learning. Based on the findings, a specifically designed MALL application was built and used in two courses. Study four analyses the app use in terms of students’ perceived level of self-regulation and structuration. The studies show that technology itself plays a very important role in reshaping peoples’ attitudes and that new learning methods are coconstructed in a sociotechnical system. Technology’s influence on student practices is equally strong across borders. Students’ established technologies-in-practice guide the ways they approach learning. Hence, designing effective online distance education involves three interrelated elements: technology, information, and social arrangements. This thesis contributes to mobile learning research by offering empirically and theoretically grounded insights that shift the focus from technology design to design of information systems.
9

The Impact of MALL on English Grammar Learning / MALL:s påverkan på engelsk grammatikinlärning

Johansson, Elina, Cukalevska, Marija January 2021 (has links)
The purpose of this paper was to explore how grammar learning in the English as a second or foreign language classroom can be improved. Our aim was twofold: (1) to investigate the possible effect of implementing Mobile-Assisted Language Learning (MALL) on students’ grammar learning in the Swedish upper secondary level education, and (2) to find out what students’ attitudes are towards such an implementation and how it can impact student motivation. We analyzed and provided an overview of ten articles relating to the subject. The results showed that the use of MALL contributed to improved grammar learning when it was used as a tool to help students analyze and reflect upon specific exercises collaboratively and to help individuals do grammar exercises and tests with a formative purpose. However, the results also showed that MALL was not beneficial if only used as an educational or communicative tool. Lastly, the results showed that students overall had a positive attitude towards the use of MALL in education, despite experiencing some technical difficulties, and that the approach further motivated students’ will to learn. Based on the results, we argued that the use of MALL in the English language classroom coincided well with the guidelines of the curriculum and syllabus for English 5, and that, if used as recommended, MALL could help improve Swedish students’ English grammar learning and their motivation.
10

Design Guidelines for a Mobile-Enabled Language Learning System Supporting the Development of ESP Listening Skills

Palalas, Agnieszka 08 May 2012 (has links)
This dissertation presents, describes and discusses an interdisciplinary study which investigated the design and development of a language learning instructional solution to address the problem of inadequate aural skills acquisition for college ESP (English for Special Purposes) students. Specifically, it focused on the use of mobile technology to expand learning beyond the classroom. The eighteen-month process of data collection and analysis resulted in a conceptual model and design principles for a Mobile-Enabled Language Learning (MELL) solution. Mobile-Enabled Language Learning Eco-System was thus designed, developed and trialled in the real-life learning context. Through the iterative process of the design, development and evaluation of the MELL system and its components, design principles were also generated. These design recommendations were refined and reformulated in a cyclical fashion with the help of more than 100 students and ten experts. The resulting MELLES design framework encompasses guidelines addressing the essential characteristics of the desired MELL intervention as well as procedures recommended to operationalize those features. The study also resulted in a better understanding of the broader context of ESP learning using mobile devices and the role of elements of environment, ultimately contributing to real-life praxis of the Ecological Constructivist framework and the complementary approach of Design-Based Research (DBR) methodology. / 2012-06

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