Mobile learning vs. traditional classroom lessons: a comparative study.

Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs....

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Publicado en:Journal of Computer Assisted Learning Vol. 31; no. 3; pp. 189 - 202
Autores principales: Furió, D., Juan, M.-C., Seguí, I., Vivó, R.
Formato: pictorial research tables/charts Journal Article
Publicado: Wiley-Blackwell Jun2015
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jun2015
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        10.1111/jcal.12071
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        atl: Mobile learning vs. traditional classroom lessons: a comparative study.
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        au:
          Furió, D.
          Juan, M.-C.
          Seguí, I.
          Vivó, R.
        affil: Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València
      sug:
        subj:
          Learning Methods Evaluation
          Outcomes of Education
          Computer-Assisted Instruction
          Funding Source
          Human
          Mobile Applications
          Student Attitudes
          Attitude to Computers
          Games
          Motivation
          Analysis of Variance
          Child
          Male
          Female
          Summated Rating Scaling
          P-Value
          T-Tests
          Chi Square Test
          Smartphone
          Child: 6-12 years
          Male
          Female
      ab: Different methods can be used for learning, and they can be compared in several aspects, especially those related to learning outcomes. In this paper, we present a study in order to compare the learning effectiveness and satisfaction of children using an iPhone game for learning the water cycle vs. the traditional classroom lesson. The iPhone game includes multiple interaction forms and combined augmented reality ( AR) mini-games with non- AR mini-games. The traditional classroom lesson had the same learning content as the iPhone game. Thirty-eight children participated in the study. The analyses showed that the children made significant learning gains about the water cycle, regardless of the method used. Even though the results showed that the iPhone method achieved higher knowledge results than the traditional classroom lesson, no statistically significant differences were found between the iPhone and the classroom lesson. When analysing the motivational outcomes, the results showed that the children found the iPhone game to be more satisfying than the classroom lessons. Since the iPhone game achieved similar learning results and a higher motivational effect than the classroom lesson, this suggests that games of this kind could be used as a tool in primary schools to reinforce students' lessons.
      pubtype: Academic Journal
      doctype:
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        research
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        Journal Article
      ougenre: Article
    language: English
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