The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject "Tenses in English" within the framework of mobile learning tools acceptance, ...learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class students of a school of foreign languages in a state university in Turkey. The research was carried out with mixed method research. The quantitative paradigm-based section of this study was designed with a single-group pre-test and post-test model. In this model, three different scales were applied to the participants. The participants used the SOS Table mobile game developed by the researchers for 8 weeks. After the applications, semi-structured interviews were conducted with seven participants. The quantitative data of the study were analyzed with paired sampled t-Test and the qualitative data were subjected to thematic content analysis. The results of the study indicated that the mobile application named SOS Table increased both the mobile learning tools acceptance of the participants and motivation in English, and mediated the positive attitude development for mobile learning in English. The qualitative data obtained also supported these findings.
New technologies are rapidly changing mobile learning and making it difficult to control. In addition to educational factors and learning content, a modern mobile learning system must take into ...account the technical and personal aspects of learning, the devices and aspects related to its evolution and interoperability. Teaching on the other hand has also evolved involving more flexibility in tasks and learning stages, thus using modern technologies that offer more alternatives now. In addition, such tasks may be specific to the learning content as well as the learning context or furthermore the learner's environment.Traditionally, mobile platform design relies on the skills of a mobile developer whose knowledge allows him to design mobile applications that are useful to users. But with mobile learning, the design phase involves more than just mobile development skills. For example, if you are designing a platform for practical work, the instructors responsible for the training should be involved. However, the empirical results show that educators do not integrate technology effectively into their curricula. To enable these instructors to develop mobile learning platforms, it is important to facilitate their integration through a theoretical model that will take into account all the ingredients necessary to complete this learning and to balance them in order to ensure its efficiency. In this study authors used a thematic synthesis methodology to present a framework for mobile devices integration in learning. They focused on three models that they think are the most cited in the field of ICT (information and communication technologies) integration in learning.The five-axis framework consists of enriching the TPACK framework(Technological Pedagogical Content Knowledge model in order to more precisely address mobile learning by covering the following parts: pedagogy, content, mobile technology, learning environment and learner’s profile. It describes relatively in depth the various factors involved as well as the effective interconnection to be ensured to achieve an optimal and efficient integration of m-learning. Balancing those five parts will be a matter of plural reflection when designing or consulting on a mobile learning platform.
Studi purpose. The purpose of this study was to improve the learning outcomes of physical education students in learning tennis
Materials and methods. The research method used was classroom action ...research using two cycles, namely cycle 1 and cycle 2. The method in this research was carried out by planning, implementing, observing, and reflecting on actions collaboratively to improve tennis learning outcomes. The subjects in this study were all seventh-semester students who took part in tennis lecture, totaling 35 students. This research was conducted from March 2023 to May 2023. The data obtained is then selected what is needed and can be used as a reference in compiling a research report. After getting an overview of the problems and constraints found in cycle 1, the next step is for researchers to rearrange the activity plan to get good results in the second cycle.
Results. The results showed that in the first cycle the students' completeness was 69%, and in the second cycle the students' completeness was 94%
Conclusions. The conclusion in this study is that the application of mobile learning-based learning can improve student learning outcomes in learning tennis.
Studi purpose. Mental preparation affects a person's performance in achieving and realizing their hopes, especially in the fields of education and sports. This study aims to reveal the level of ...mental readiness of physical education students in attending lectures in the odd semester of 2023. This research seeks to reveal the level of mental readiness of physical education students to attend lectures in the odd semester of 2023.
Materials and methods. This research is quantitative. The population in the study was 250 students. The research sample was chosen randomly so that there were 112 students. Research data was collected using an instrument in the form of a questionnaire. Analysis of research data using simple statistics with standard deviation formulas and ideal mean values so that five categories are formed.
Results. The results of the analysis illustrate that 34 students have very high mental readiness, 62 students have high mental readiness, 12 students have moderate mental readiness, 3 students have low mental readiness, and 1 student has very low mental readiness.
Conclusions. It was concluded that students have high mental readiness to attend lectures in the odd semester of 2023.
Mobile learning applications are being developed to support the teaching and learning process. The lack of an accepted methodology for developing these applications motivated the establishment of a ...design science research process for developing mobile learning applications. Design science methodology from the information systems domain was inherited and modified by consolidating common practices found in the development of mobile learning applications. The proposed methodology consolidates a set of logically related processes to support the development of mobile learning applications with ease and ensure quality results. Expert review of the proposed methodology was conducted, and the results indicate it can positively contribute to the development of mobile learning applications.
Various studies over the past few decades have been exploring the educational advantages and potential of virtual reality (VR) and the idea that students engage with their learning materials more ...effectively when using their own devices. This study uses a newly created VR game-based English mobile learning application and investigates student English learning effectiveness, student game engagement, and self-regulated learning from a cognitive and psychological perspective. In total, 274 students from a Taiwan university of science and technology participated in this study. Statistical results indicate that both game engagement and game experience were significantly influenced by self-efficacy, intrinsic value, and test anxiety. Immersion, flow, and presence enhanced self-efficacy while absorption and immersion enhanced self-regulation. Self-efficacy and self-regulation affected each other. Student self-regulation in the learning environment was at a moderate level. The results imply that the interaction feature of the VR application and the challenges of game-based design enable students to enter the state of flow easily and enhance their motivation to learn.
•Game engagement and game experience were significantly influenced by self-efficacy, intrinsic value, and test anxiety.•Student perceptions of immersion and absorption enhanced self-regulated learning.•Student perceptions of immersion, flow, and presence enhanced self-efficacy.•Self-efficacy and self regulation affected each other in mobile game-based virtual reality environment.•Student self-regulated leaning was at a moderate level.
The development of digital technologies necessitates the formation of digital literacy and entrepreneurship skills in the modern "digital generation". The study has as the objective to identify the ...aspects of consumer demand for educational services in the process of testing the conceptual model of mobile learning adapted to the modern business environment in the context of digital transformations of the socio-economic life. The concept of an educational course based on the Sakai mobile learning platform with a focus on the formation of digital literacy in the business segment has been proposed in the study. The educational and applied course "Entrepreneurship in the Digital Mode" was tested within the educational programs of the State University of Management (Lyubertsy, Russia) and Herzen State Pedagogical University of Russia (St. Petersburg, Russia). The experiment made it possible to identify key aspects of consumer demand for distance education based on the characteristics of the participants' perception of the advantages and effectiveness of mobile learning. Most participants confirmed their professional achievements and the fact of the implementation of personal educational goals. Mobile learning was described as an easy, comfortable, interesting, innovative and modern method of learning compared to traditional classroom lessons. In the process of mobile learning, students demonstrated an increase in personal responsibility and self-organization while practical classes and the synergy of the educational content with real business cases greatly contributed to their involvement and productivity. Until now, research has not dealt with real measurable in terms of real income from specific activities, the results of the application of mobile learning. The contribution of this study to the area under study is to establish pedagogical demands that can be satisfied with mobile learning.
Abstrak: Penelitian ini bertujuan untuk mengembangkan aplikasi mobile learning perangkat pembelajaran berbasis Education for Sustainable Development (ESD). Jenis penelitian ini yaitu penelitian dan ...pengembangan dengan teknik pengumpulan data diantaranya observasi, wawancara dan Focus Group Discussion (FGD). Data hasil observasi dan wawancara menjadi bahan studi pendahuluan untuk mengetahui ketersediaan perangkat pembelajaran di sekolah dasar. Proses FGD dilaksanakan oleh tim pengembang yang terdiri dari 7 orang dan 1 orang tim ahli. Melalui proses FGD dihasilkan kesepakatan tim untuk mengembangkan aplikasi mobile learning perangkat pembelajaran berbasis ESD yang mencakup konsep ESD, dokumen perangkat pembelajaran serta video penggunaan perangkat pembelajaran berbasis ESD. Produk aplikasi mobile learning perangkat pembelajaran berbasis ESD masih pada tahap versi alpha (V.0.01.1). Sebab, hasil validasi produk oleh beberapa ahli menunjukkan bahwa aplikasi masih memerlukan perbaikan berupa pengurangan atau penembahan fitur. Abstract: This research aims to develop a mobile learning application based on Education for Sustainable Development (ESD). This type of research is research and development with data collection techniques including observation, interview, and Focus Group Discussion (FGD). Observation and interview data become preliminary study materials to determine the availability of learning tools in elementary schools. The FGD process is carried out by a development team of 7 people and 1 expert team. Through the FGD process, a team agreement was produced to develop an ESD-based learning device mobile learning application that includes the concept of ESD, learning device documents, and video usage of ESD-based learning tools. ESD-based learning device mobile learning application product is still at alpha version stage (V.0.01.1). Because, the results of product validation by some experts show that the application still needs improvement in the form of reduction or deed of features.
The Forester Navigation Application (FNA) is a new software application specifically developed for providing mobile training to the workforce in environmental organizations. The user interface of FNA ...is comprised of 6 main menus and 17 subsets. The menus include navigation, training, support, chat service, familiarity with protected areas, and foresters’ duties. Foresters can use FNA to proceed with their mandate, become acquainted with protected environments, and prevent environmental violations.
Due to the COVID-19 pandemic, learning activities have encountered obstacles. One of the impacts was the low learning outcomes achieved by students. The purpose of this study was to improve the ...learning outcomes of junior high school students during the physical distancing period by implementing problem-based learning through Smart Apps Creator 3. This Classroom Action Research (CAR) used Smart Apps Creator 3 as the platform during learning activities of junior high school students. The research subjects were junior high school students (VIII graders of SMP Negeri 8 Surakarta) with a total number of students was 32 which consisted of 16 males and 16 females. The results showed that the application of Smart Apps Creator 3 has improved students’ learning outcomes. It has been proven that the average test score increased from 73.43 (pre-cycle) to 85.56 (cycle II). Moreover, the N gain score obtained was 0.45 (categorized as sufficient). In addition, the percentages of classical learning completeness were 59.37% (pre-cycle) and 93.75% (cycle II). Thus, the Smart Apps Creator 3 can improve student learning outcomes.