Analysis of participation and reaction after the introduction of mobile apps
Introduction
The
introduction of Computer Assisted Language Learning (CALL) to the English
classroom in the 1980s brought the implementation of software programs in the
first place and the emergence of “applications, online blogs and vblogs (video
blogs), virtual learning environments, online courses, and more” (Gafni,
Achituv, & Rachmani, 2017, p. 303) afterwards. Following CALL, Mobile
Assisted Language Learning (MALL, also known as m-learning) was introduced in
the 21st century.
Studies
demonstrated that MALL provided students with immediacy, portability,
spontaneity, connectivity and, in turn, meaningful learning “since learners can
take their handheld computers into authentic learning environments such as a
museum or a zoo” (Luque-Agulló & Martos-Vallejo, 2015, p. 83). According to
Gafni, Achituv and Rachmani (2017), “learning through mobile applications
provides easy access to learning materials, individual place and time of study,
immediate feedback, and self-testing” (p. 304).
Furthermore,
Kukulska-Hulme, Norris and Donohue (2015) provided a chart with a series of
features of mobile pedagogy for language learning and teaching in which the
authors stated that the use of m-learning boosted learner autonomy. Similarly, Gafni,
Achituv and Rachmani (2017) revealed that “many students indicated that the use
of mobile devices along with task-based assignments enhanced their motivation
and they had much more fun in English learning” (p. 305).
However,
little has been researched about how participation in the secondary English
classroom might be fostered through the use of mobile applications. The purpose
of this study is to assess students’ participation and reaction when working
with mobile apps in a second year of a state-run secondary English classroom in
the Autonomous City of Buenos Aires and a third year of a private-run secondary
English classroom in Zárate, Province of Buenos Aires. This paper is organized
as follows. First, the researchers provide the rationale of the study. Then,
the research questions as well as the general and specific objectives are
stated. Thereafter, the delimitations and limitations are described. Finally,
the researchers explain the methods which outline how the information will be
collected.
Rationale
The
aforementioned students do not seem to feel motivated even when working with
computers. As they are digital natives and prefer receiving information quickly
and from multiple sources, as well as interacting with others, the
incorporation of mobile apps—m-learning—could meet this need for instantaneousness,
as implied by Segev (2014) in her article “Mobile learning: improve your
English anytime, anywhere”. Consequently, the main focus of this research is
how the implementation of MALL (mobile assisted language learning) can affect
students’ participation and reaction and whether learners get more involved.
Research
questions
How
can the introduction of mobile apps affect participation in a second-year secondary
English classroom in the Autonomous City of Buenos Aires and a third-year secondary
English classroom in Zárate, Province of Buenos Aires?
What
is these students’ reaction when the introduction of mobile apps?
General
objectives
To
measure students’ participation after the introduction of mobile apps in a
second-year secondary English classroom in the Autonomous City of Buenos Aires
and a third-year secondary English classroom in Zárate, Province of Buenos
Aires.
To
assess students’ reaction when working with mobile apps.
Specific
objectives
To
evaluate how the learners react towards MALL introduction.
To
measure students’ participation after introducing mobile apps.
To
assess which aspects of introducing mobile apps are considered as useful by
learners.
Delimitations
This
research will be carried out separately in two classes: a second year of a
state-run secondary English classroom in the Autonomous City of Buenos Aires
and a third year of a private-run secondary English classroom in Zárate,
Province of Buenos Aires.
The
state-run school is located in Flores neighborhood, Autonomous City of Buenos
Aires. It is a six-year technical school specialized in Business
Administration. Many students—or their parents—come from neighboring countries
and belong to low-class or low-middle-class families. Even though they are in
second year, they range from 13 to 16 years old.
The
private-run school is located in the city of Zárate, Province of Buenos Aires.
This school is 100% private and with a specialization in Economics. The
population is around three hundred students in primary level and other two
hundred and fifty in secondary level. Most of the students attending the school
are Zárate citizens and come from low-middle-class families.
Limitations
There
is no connectivity for students in the above-mentioned institutions, so they
can only access to the Internet using their 3G or 4G coverage. The use of this
tool can be costly and learners might not afford it. Another drawback is that a
few students may not have their own mobile device. In such a case, measures
should be taken to ensure equal access to all participants. One possibility is
to work in pairs or groups and use only one phone in some activities.
Methods
Participants
Students
from a second-year and a third-year secondary English classrooms from different
institutions—a state-run school located in the Autonomous City of Buenos Aires
and a private-run school situated in Zárate, Province of Buenos Aires,
respectively—will participate in this study. The former is made up of learners
ranging from 13 to 16 years old while the latter is composed of students aged
13 to 14.
Since
the study will be performed in a compulsory education setting, students will
participate non-voluntarily. Each class will be divided into two groups: the
study group—consisting of those who have shown low involvement and
participation—will use apps while the rest will act as a comparator group. The
students will not be aware of the reasons underlying this composition.
Materials
In order to avoid tedious activities,
gamification—which is defined as the “use of game design elements in non-game
contexts” (Deterding, Dixon, Khaled & Nacke, as cited in Gafni, Achituv,
& Rachmani, 2017)—will be introduced to provide extra practice and self-assessment.
The applications Kahoot and Socrative are useful tools that can enhance
vocabulary and grammar learning in an attempt to involve students and monitor
whether they participate more.
Kahoot
allows students to take part in games, even compete among themselves, and
Socrative is ideal for practice and self-assessment and enable the teacher to
see participants’ performance in terms of attendance, score, and progress in
real time. The researchers will be able to measure participation by means of the
statistics taken from Socrative—which can be downloaded in Excel or Portable
Document Format (pdf)—and they will administer questionnaires to assess the
students’ reactions and the effects the apps have over them. Both documents
will be added as appendices.
Procedure
Extra-practice
and self-assessment activities based on grammar and vocabulary will be designed
on Kahoot and Socrative. The study group will take part in this practice while
the comparator group will solve the same activities in hard copy. Both groups
will answer a questionnaire about their experience after working with apps or
hard copies.
The
field study will last one month and will be carried out synchronously and
asynchronously. Socrative will be applied in an asynchronous fashion to allow
students who cannot afford the cost of connectivity or do not have a mobile
phone to participate. Games on Kahoot will be incorporated synchronously and
students will work in pairs. They will have to find an opponent group to
compete and compare results. This will compensate for learners who do not own a
device. The comparator group will complete the same activities in hard copy, as
mentioned above.
The
role of the teacher will be managing the statistics of the study group and
checking the answers and controlling the number of students that submit the
activities in the comparator group.
Desired
outcomes
Researchers
expect to ascertain the students’ reactions and measure their participation
after the introduction of mobile applications in the two above-mentioned
secondary English classrooms as well as determining additional benefits, such
as bridging the technological and generation gap between teachers and students,
fostering autonomy, and increasing learners’ productivity, among others. This
study does not consider the mixed abilities which can be found in the classroom
that could be the subject of a separate research.
References
Gafni, R., Achituv, D.
B., & Rachmani, G. J. (2017). Learning Foreign Languages Using Mobile
Applications. Journal of Information
Technology Education: Research, 16,
301-317. Retrieved from http://www.informingscience.org/Publications/3855.
Kukulska-Hulme, A.,
Norris, L., & Donohue, J. (2015). Mobile Pedagogy for English Language
Teaching: A Guide for Teachers. ELT
Research Papers, 14 (07), 1-42.
London: British Council.
Luque-Agulló, G.,
& Martos-Vallejos, N. (2015). Mobile Learning in the Foreign Language
Classroom. Huarte
de San Juan, Filología y Didáctica de la Lengua,
15, 79-103.
Marshall, J. (2016).
Quality Teaching: Seven apps that will change the way you teach in the English
Language Arts classroom. Voices from the
Middle, 23, 66-73.
Segev, E. (2014,
February 27). Mobile learning: improve your English anytime, anywhere.
Retrieved from https://www.britishcouncil.org/voices-magazine/mobile-learning-improve-english-anytime-anywhere
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