A Context-Aware Ubiquitous Learning Environment for Language Listening and Speaking
ARTICLE
T-Y Liu
Journal of Computer Assisted Learning Volume 25, Number 6, ISSN 1365-2729 Publisher: Wiley
Abstract
This paper reported the results of a study that aimed to construct a sensor and handheld augmented reality (AR)-supported ubiquitous learning (u-learning) environment called the Handheld English Language Learning Organization (HELLO), which is geared towards enhancing students' language learning. The HELLO integrates sensors, AR, ubiquitous computing and information technologies. It is composed of two subsystems: an English learning management system and a u-learning tool. In order to evaluate the effects of the proposed learning environment on the learning performance of students, a case study on English learning was conducted on a school campus. The participants included high school teachers and students. A learning course entitled "My Campus" was conducted in the class; it included three activities, namely "Campus Environment", "Campus Life" and "Campus Story". The evaluation results showed that the proposed HELLO and the learning activities could improve the students' English listening and speaking skills.
Citation
Liu, T.Y. (2009). A Context-Aware Ubiquitous Learning Environment for Language Listening and Speaking. Journal of Computer Assisted Learning, 25(6), 515-527. Wiley. Retrieved March 28, 2024 from https://www.learntechlib.org/p/103939/.
ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.
Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.
Keywords
- case studies
- Computer Assisted Instruction
- EDUCATIONAL ENVIRONMENT
- educational technology
- English (Second Language)
- Handheld Devices
- High School Students
- Integrated Learning Systems
- internet
- Listening Skills
- Second Language Instruction
- second language learning
- Secondary School Teachers
- Speech Skills
- teaching methods
Cited By
View References & Citations Map-
The Effect of Augmented Reality Applications in the Learning Process: A Meta-Analysis Study
Muzaffer Ozdemir, Cavus Sahin, Serdar Arcagok & M. Kaan Demir
Eurasian Journal of Educational Research Vol. 74, No. 1 (2018) pp. 165–186
-
Posibilidades educativas de la Realidad Aumentada
Julio Cabero Almenara, Universidad de Sevilla. facultad de Ciencias de la Educacin; Julio Barroso Osuna, Universidad de Sevilla
Journal of New Approaches in Educational Research (NAER Journal) Vol. 5, No. 1 (Jan 15, 2016) pp. 44–50
-
Motivational impact of gamification for mobile learning of Kanji
Wiebke Sauerland & Jan Broer, University of Bremen, Germany; Andreas Breiter, Institute of Information Management, University of Bremen, Germany
EdMedia + Innovate Learning 2015 (Jun 22, 2015) pp. 1518–1527
-
Cooperative Game-based Learning in the English as a Foreign Language Classroom
Niamboue Bado & Teresa Franklin, Ohio University
Issues and Trends in Educational Technology Vol. 2, No. 2 (Dec 09, 2014)
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.