M. Fadhli, S. Sukirman, S. Ulfa, H. Susanto, Aldo Redho Syam
{"title":"Gamifying Children's Linguistic Intelligence With the Duolingo App","authors":"M. Fadhli, S. Sukirman, S. Ulfa, H. Susanto, Aldo Redho Syam","doi":"10.4018/978-1-7998-1486-3.ch007","DOIUrl":"https://doi.org/10.4018/978-1-7998-1486-3.ch007","url":null,"abstract":"This chapter discusses the use of Duolingo App to enhance children's linguistic intelligence. Linguistic intelligence is expertise in applying vocabularies effectively and efficiently. Duolingo is an application based on the Android platform which helps children mastering other languages that they can practice speaking, reading, listening, and writing through a play. Children in early childhood are in the period of ‘playing' spontaneously. They will do activities of playing without any instruction from others. The activity of playing naturally will stimulate the aspects of linguistic and symbolic that this development is closely related to learning to speak by involving the ability to vocalize. The use of this application will implement toward gamification method. Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. This chapter provides an illustration that gamification can be used specifically in stimulating linguistic intelligence based on a case study in Indonesia.","PeriodicalId":162746,"journal":{"name":"Mobile Learning Applications in Early Childhood Education","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129519980","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Social Hazards or Helpers?","authors":"Courtney K. Blackwell","doi":"10.4018/978-1-7998-1486-3.ch014","DOIUrl":"https://doi.org/10.4018/978-1-7998-1486-3.ch014","url":null,"abstract":"This chapter reviews current theoretical and empirical work on associations between young children's mobile media use in early childhood education settings and their social development, including social relationships and foundational social skills such as communication, collaboration, and positive social interactions and engagement. Touchscreen tablets are highlighted given their increased presence in early childhood education as well as their unique affordances specifically for young children. Particular attention is paid to factors influencing whether, what, and how educators integrate tablets into their classroom environments; facilitators and barriers to integration; how such integration may enable or interfere with social skills and relationships; and implications for practice and policy.","PeriodicalId":162746,"journal":{"name":"Mobile Learning Applications in Early Childhood Education","volume":"168 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129980304","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Primary School Students' Perceptions About the Use of Mobile Games in the Classroom","authors":"G. Koutromanos","doi":"10.4018/978-1-7998-1486-3.ch012","DOIUrl":"https://doi.org/10.4018/978-1-7998-1486-3.ch012","url":null,"abstract":"This chapter investigates primary school students' perceptions regarding the use of games on mobile devices (i.e., smartphone, tablet) in classroom environment for teaching purposes. Data was collected from 10,381 students (Grades 4, 5, and 6) using a survey questionnaire. A series of semi-structured interviews were used to more deeply understand student perceptions. Those perceptions tended to range from neutral to positive regarding the use of games and their content. Students prefer games that enhance their knowledge and develop their thinking skills. They also believe lessons will be more enjoyable and interesting through the use of games, and learning will be easier and more effective. The results showed differences in students' perceptions in terms of their gender and grade level. Implications of this study and further research are discussed.","PeriodicalId":162746,"journal":{"name":"Mobile Learning Applications in Early Childhood Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129195788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}