English as a Second Language (ESL)

Hadeda: The Noisy Way to Practice Spelling Vocabulary using a Cell Phone

Posted by MohiniBhavsar on Aug 18, 2010
Hadeda: The Noisy Way to Practice Spelling Vocabulary using a Cell Phone data sheet 695 Views
Author: 
Laurie Butgereit, Adele Botha
ISSN/ISBN Number: 
978
Publication Date: 
Jan 2009
Publication Type: 
Journal article
Abstract: 

With the push to better school results in mathematics, science, and technology related subjects, often language education is moved into the background. In Africa, however, education is often not in the mother tongue of the learners. Pupils are in a position where they are trying to learn complicated subjects such as science and mathematics in a language which is not their home language. In some African countries, there are dozens if not hundreds of languages. Hadeda is a project where primary school pupils (and even secondary school pupils) are encouraged to practice spelling words or vocabulary words using their cell phone. Hadeda allows the language teacher to create spelling lists or vocabulary lists in English and Afrikaans. Hadeda then generates a fun cell phone application using multiple text-to-speech engines to encourage pupils to practice spelling the words.


Patient Education on Mobile Devices: An e-Health Intervention for Low Health Literate Audiences

Posted by MohiniBhavsar on Aug 18, 2010
Patient Education on Mobile Devices: An e-Health Intervention for Low Health Literate Audiences data sheet 787 Views
Author: 
Michael Mackert, Brad Love and Pamela Whitten
Publication Date: 
Oct 2010
Publication Type: 
Journal article
Abstract: 

Providing health information to low health literate audiences remains a challenge. Beyond message design, realistic delivery models are needed for delivering information to a traditionally hard-to-reach audience. This study investigated two e-health interventions to provide health information on mobile devices – one providing diabetes information and one offering childcare information. Both were well-received, and most of the subjects’ usability issues related to the translation of these interventions to the mobile device’s smaller screen. The diabetes website was effective in providing information to study participants (as measured by pre- and post-tests of knowledge), while the childcare website was not. Continued work in this area could explore improved design strategies for mobile devices – a delivery model that could be used in doctors’ offices, for example. Effective delivery of health information to low health literate audiences is an important issue, and this research highlights a critical element by targeting another potential delivery model.

 


Let's Play Chinese Characters - Mobile Learning Approaches via Culturally Inspired Group Games

Posted by MohiniBhavsar on Jul 02, 2010
Let's Play Chinese Characters - Mobile Learning Approaches via Culturally Inspired Group Games data sheet 3403 Views
Author: 
Tian, F., Lv, F., Wang, J., Wang, H., Luo, W., Kam, M., Setlur, V., Dai, G., and Canny, J.
ISSN/ISBN Number: 
978
Publication Date: 
Apr 2010
Publication Type: 
Other
Abstract: 

In many developing countries such as India and China, low educational levels often hinder economic empowerment. In this paper, we argue that mobile learning games can play an important role in the Chinese literacy acquisition process. We report on the unique challenges in the learning Chinese language, especially its logographic writing system. Based on an analysis of 25 traditional Chinese games currently played by children in China, we present the design and implementation of two culturally inspired mobile group learning games, Multimedia Word and Drumming Strokes. These two mobile games are designed to match Chinese children’s understanding of everyday games. An informal evaluation reveals that these two games have the potential to enhance the intuitiveness and engagement of traditional games, and children may improve their knowledge of Chinese characters through group learning activities such as controversy, judgments and self-correction during the game play.


Improving Literacy in Rural India: Cellphone Games in an After-School Program

Posted by LeighJaschke on Jun 26, 2009
Improving Literacy in Rural India: Cellphone Games in an After-School Program data sheet 2428 Views
Author: 
Matthew, Kam; Kumar, Anuj; Jain, Shirley; Mathur, Akhil; Canny, John
Publication Date: 
Apr 2009
Publication Type: 
Report/White paper
Abstract: 
Literacy is one of the great challenges in the developing world. But universal education is an unattainable dream for those children who lack access to quality educational resources such as well-prepared teachers and schools. Worse, many of them do not attend school regularly due to their need to work for the family in the agricultural fields or households. This work commitment puts formal education far out of their reach. On the other hand, educational games on cellphones hold the promise of making learning more accessible and enjoyable. In our project’s 4th year, we reached a stage where we could implement a semester-long pilot on cellphone-based learning. The pilot study took the form of an after-school program in a village in India. This paper reports on this summative learning assessment. While we found learning benefits across the board, it seemed that more of the gains accrued to those children who were better equipped to take advantage of this opportunity. We conclude with future directions for designing educational games that target less well-prepared children in developing regions.