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.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
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.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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. 52 pp. Englisch. N° de réf. du vendeur 9783330322417
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Vendeur : Revaluation Books, Exeter, Royaume-Uni
Paperback. Etat : Brand New. 52 pages. 8.66x5.91x0.12 inches. In Stock. N° de réf. du vendeur 3330322411
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Vendeur : moluna, Greven, Allemagne
Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Ben Alkilani MarwenMarwen 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.This study looked at the use of gamificat. N° de réf. du vendeur 151237910
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Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 52 pp. Englisch. N° de réf. du vendeur 9783330322417
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Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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. N° de réf. du vendeur 9783330322417
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Vendeur : preigu, Osnabrück, Allemagne
Taschenbuch. Etat : Neu. Mobile Assisted Language Learning In Tunisia: Gamification As A Tool | Marwen Ben Alkilani | Taschenbuch | 52 S. | Englisch | 2017 | LAP LAMBERT Academic Publishing | EAN 9783330322417 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu. N° de réf. du vendeur 109362679
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