Journal Articles

Permanent URI for this collectionhttps://mro.massey.ac.nz/handle/10179/7915

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    An Evaluation of Mandarin Learning Apps Designed for English Speaking Pre-schoolers
    (Association for the Advancement of Computing in Education (AACE), 2019-09) Neumann M; Wang Y; Qi GY; Neumann D
    Touch screen tablets such as iPads are becoming increasingly popular as educational tools to support children’s first language learning in pre-schools. Apps can also be used to support early learning of a second language in English-speaking countries. However, little work has been done to evaluate these apps. The present research developed criteria for assessing Mandarin learning apps and applied them to evaluate 28 Mandarin apps for English-speaking pre-schoolers. The criteria included the domains of interactivity, usability, cultural awareness, collaboration, language and literacy content, and learning outcomes. The application of the criteria showed that half the Mandarin learning apps lacked key educational features essential for second language learning. The categories in which the apps scored most highly were interactivity, cultural awareness, usability, and language and literacy content. The apps scored lowest in the categories of collaboration and provision of learning outcomes. The findings suggest that further research is needed to inform best practice, app design, and to provide guidelines that help teachers select quality apps to support second language learning.
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    Games Literacy for Teacher Education: Towards the Implementation of Game-based Learning
    (International Forum of Educational Technology & Society, 2020-04) Chen S; Zhang S; Qi GY; Yang J
    Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learners. However, what GBL is perceived by teachers and learners has been a concern that might impact on quality of teaching and learning in the GBL environment. Game-based pedagogy meticulously designed from a teacher's perspective was regarded as harping on the same string without fun by learners. This paper aims to explore games literacy capabilities in supporting teachers to implement GBL that meets learners’ needs and expectations. Semi-structured interviews and surveys with experienced teachers of GBL and experts in the relevant field were conducted, followed by an Analytic Hierarchy Process seeking perceptions of a group of academics and researchers. Findings suggested five key capabilities in game literacy required by teachers in implementing GBL. They are (1) basic games literacy, (2) high-level games literacy, (3) instructional design for GBL, (4) organisation and management for GBL, and (S) evaluation of GBL. Amongst the five, instructional design for GBL and high-level games literacy were rated highly impacting on the quality of teaching. Based on the findings, aiming at informing teacher education and professional development, we proposed a framework providing a guidance to improve game-based design and pedagogical practices for teachers in the implementation of GBL in their classrooms. It concludes that teachers’ capabilities in games literacy require specific attention to instructional design – that demands a thought-provoking process for GBL.