LAA: Learn the Arabic Alphabet: Integrating Gamification Elements with Touchscreen Based Application to Enhance the Understanding of the Arabic Letters Forms

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH
Abdullah Al Hejaili, Paul Newbury
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引用次数: 0

Abstract

Touchscreen devices provide a variety of features and engaging interaction which offer a significant incentive for them to be adopted for learning purposes. They facilitate access to educational resources at any time and broaden the study contents beyond the formal curricula of educational institutions. This is promoted by employing educational applications that stimulate learners to interact effectively with the learning material to gain motivation, influencing their accomplishments in the targeted subject. However, some applications fail to provide a variety of feedback to their stakeholders by relying on evaluating learners either negatively or positively in a simplistic manner and with a lack of reinforcement. This unsuitability and the lack of feedback can lead to a weak level of interaction and decrease students' comprehension levels. In this paper, a multi-platform touchscreen-based application has been developed by adopting gamification to support learners with limited literacy skills in acquiring the Arabic alphabet. A study was conducted on 75 native Arabic learners studying in the first and second year of elementary level in Saudi Arabia to evaluate the system's ability to increase learners’ knowledge of the Arabic alphabet. The sample was divided into three groups; experiment, and control groups (both first-year) and second-year groups. The experimental group utilized the application after taking the pre-test, while the control group interacted with the learning material traditionally with their teachers. The second-year group results assisted the study in investigating the system's ability to rapidly boost the experiment group's comprehension of the targeted subject since the second-year learners were more experienced in Arabic letters than the experiment or control groups. The results of the comparison of the pre-test and post-test showed that the experiment group overtook the control and the second-year group regarding the post-test score, which indicates the system's ability to increase learners’ knowledge level. By providing an interactive and engaging learning experience, the developed application has shown the ability to increase learners' knowledge levels significantly. These research findings have implications for educators, learners with limited literacy skills, curriculum developers, and researchers who are seeking effective tools to improve language learning outcomes.
学习阿拉伯字母:整合游戏化元素与基于触摸屏的应用程序,以提高对阿拉伯字母形式的理解
触摸屏设备提供了各种各样的功能和引人入胜的互动,这为它们被用于学习目的提供了一个重要的动机。它们方便了人们随时获取教育资源,拓宽了教育机构正规课程之外的学习内容。这是通过使用教育应用程序来促进的,这些应用程序刺激学习者与学习材料有效地互动,以获得动力,影响他们在目标学科中的成就。然而,一些应用程序无法向利益相关者提供各种反馈,因为它们依赖于以一种简单的方式消极或积极地评估学习者,并且缺乏强化。这种不合适和缺乏反馈会导致互动水平低,降低学生的理解水平。本文采用游戏化技术,开发了一款基于触摸屏的多平台应用程序,帮助识字能力有限的学习者学习阿拉伯字母。我们对沙特阿拉伯的75名小学一年级和二年级的阿拉伯语母语学习者进行了一项研究,以评估该系统增加学习者阿拉伯字母知识的能力。样本被分为三组;实验组,对照组(一年级)和二年级组。实验组在完成预测后使用应用程序,而对照组则传统地与老师互动学习材料。二年级组的结果帮助研究调查了该系统快速提高实验组对目标主题理解的能力,因为二年级学习者比实验组或对照组对阿拉伯字母更有经验。前测和后测的对比结果显示,实验组在后测成绩上超过了对照组和二年级,说明该系统具有提高学习者知识水平的能力。通过提供互动和引人入胜的学习体验,开发的应用程序已经显示出显著提高学习者知识水平的能力。这些研究结果对教育工作者、读写能力有限的学习者、课程开发人员和寻求有效工具来提高语言学习效果的研究人员具有重要意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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