Effects of two mobile-assisted language learning apps on L2 receptive and productive vocabulary knowledge: A mixed-methods study

IF 5.6 1区 文学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Mostafa Janebi Enayat , Nazanin Asadi Ghadim , Ali Arabmofrad
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引用次数: 0

Abstract

Despite the popularity of mobile apps for second language (L2) vocabulary learning, the specific app features that influence various aspects of vocabulary knowledge remain uncertain. This study compares the effects of two newly developed apps, Sayra and Zabanyad, on L2 receptive and productive vocabulary acquisition. Additionally, the perceived advantages and disadvantages associated with each app were probed. Forty-two Iranian English as a Foreign Language (EFL) learners were divided into two experimental groups (using Sayra or Zabanyad) and a control group. Participants completed the New Vocabulary Levels Test (NVLT), a pretest encompassing the vocabulary from both apps, followed by an immediate receptive vocabulary posttest and a delayed productive vocabulary posttest. Semi-structured interviews were also conducted with learners in the experimental groups to gather qualitative insights. The results indicated that users of Sayra significantly outperformed both Zabanyad users and the control group in the receptive vocabulary posttest. However, no significant differences were observed among the groups in the productive vocabulary posttest. Qualitative findings revealed a generally favorable perception of Sayra, for integrating game-based elements, such as leaderboards, rewards, and challenges. The findings have implications for L2 teachers and developers of mobile-assisted language learning (MALL) materials, highlighting the potential of gamification to enhance vocabulary learning.
两种移动辅助语言学习应用程序对二语接受性和生产性词汇知识的影响:一项混合方法的研究
尽管第二语言(L2)词汇学习的移动应用程序很受欢迎,但影响词汇知识各个方面的具体应用程序功能仍然不确定。本研究比较了两款新开发的应用程序Sayra和Zabanyad对二语接受性和生产性词汇习得的影响。此外,我们还探讨了每个应用程序的优缺点。42名伊朗英语学习者被分为两个实验组(使用Sayra或Zabanyad)和一个对照组。参与者完成了新词汇水平测试(NVLT),这是一个包含两款应用中词汇的预测试,然后是即时接受性词汇后测试和延迟生产性词汇后测试。我们还对实验组的学习者进行了半结构化访谈,以收集定性的见解。结果表明,在接受性词汇后测中,Sayra使用者的表现显著优于Zabanyad使用者和对照组。然而,在生产性词汇后测中,各组之间没有显著差异。定性调查结果显示,人们普遍对Sayra抱有好感,因为它整合了基于游戏的元素,如排行榜、奖励和挑战。这一发现对第二语言教师和移动辅助语言学习(MALL)材料的开发者具有启示意义,突出了游戏化促进词汇学习的潜力。
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来源期刊
System
System Multiple-
CiteScore
8.80
自引率
8.30%
发文量
202
审稿时长
64 days
期刊介绍: This international journal is devoted to the applications of educational technology and applied linguistics to problems of foreign language teaching and learning. Attention is paid to all languages and to problems associated with the study and teaching of English as a second or foreign language. The journal serves as a vehicle of expression for colleagues in developing countries. System prefers its contributors to provide articles which have a sound theoretical base with a visible practical application which can be generalized. The review section may take up works of a more theoretical nature to broaden the background.
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