Abstract
AbstractThe EULALIA (Enhancing University Language courses with an App powered by game-based learning and tangible user interface activities) project aimed to enhance the learning methodologies of four university language courses for Erasmus students in Italy, Malta, Poland and Spain by developing innovative and effective learning tools based on mobile and game-based learning paradigms and the use of tangible user interfaces. This study focuses on Malta by providing an in-depth view of the impact of game-based applications on enhancing international adult learning of Maltese as a second language (ML2). The findings encourage international adult students to learn ML2 through a game-based application to aid in increasing cultural awareness and better communication with locals. As part of the methodology, pre-surveys and post-surveys were used on a test group comprising 28 pre-surveyed and 9 post-surveyed ML2 adult learners who used the app and a reference group of 24 pre-surveyed and 23 post-surveyed ML2 learners who did not use the app. The results revealed that according to the participants, game-based learning did not improve cognitive function even though the learners were more engaged in language activities, and thus could process and absorb a wider range of information. The research found that game-based learning did not have a statistically significant effect on adult learners’ language proficiency and digital skills.
Publisher
Springer Science and Business Media LLC
Subject
Linguistics and Language,Language and Linguistics,Education
Cited by
4 articles.
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