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....
| Publicado en: | Journal of Computer Assisted Learning Vol. 31; no. 3; pp. 189 - 202 |
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| Autores principales: | , , , |
| Formato: | pictorial research tables/charts Journal Article |
| Publicado: |
Wiley-Blackwell
Jun2015
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=103791596&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 103791596 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 02664909 6M1 jtl: Journal of Computer Assisted Learning issn: 02664909 maglogo: Y pubinfo: dt: Jun2015 vid: 31 iid: 3 pid: 480 pub: Wiley-Blackwell place: Malden, Massachusetts artinfo: ui: 103791596 102186309 10.1111/jcal.12071 103791596 ppf: 189 ppct: 13 formats: tig: atl: Mobile learning vs. traditional classroom lessons: a comparative study. aug: 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: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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