The design and evaluation of a multimodal ubiquitous learning application for EFL writers

IF 1.3 4区 艺术学 0 ART DIGITAL CREATIVITY Pub Date : 2021-02-22 DOI:10.1080/14626268.2021.1885449
Vivien Lin, Yu-Hsuan Lin, Min-Chai Hsieh, Gi‐Zen Liu, H. Lin
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引用次数: 10

Abstract

ABSTRACT This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as a Foreign Language (EFL) academic writing instruction. In a pilot project, 17 undergraduates engaged in ubiquitous learning and writing at a green building and provided survey responses and interview feedback about their ubiquitous writing experience. The survey results were categorized into perceptions about (a) the ubiquitous learning mode, (b) effective writing facilitation, (c) motivation, self-efficacy, and attitude, (d) self-regulation, and (e) system usability. Interview results further illustrated how using MULA led to positive and negative experiences during ubiquitous writing. A final synthesis on the findings led to the identification of seven affordances that made MULA a potential tool for enhancing writing instruction in EFL settings. The seven affordances were considered effective design elements for multimodal context-aware ubiquitous learning that served the purpose of enriching English academic writing instruction. Implications about creating multimodal ubiquitous learning applications in higher education are also provided.
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英语写作多模态泛在学习应用程序的设计与评价
摘要:本研究设计了一个具有不同增强效果的多模态泛在学习应用程序(MULA),以加强作为外语的英语(EFL)学术写作教学。在一个试点项目中,17名大学生在一座绿色建筑中进行泛在学习和写作,并就他们的泛在写作经历提供调查反馈和采访反馈。调查结果分为(a)泛在学习模式,(b)有效的写作促进,(c)动机,自我效能和态度,(d)自我调节和(e)系统可用性。访谈结果进一步说明了在无所不在的写作中,使用MULA如何导致积极和消极的体验。对研究结果的最后综合得出了七个启示,这些启示使MULA成为加强英语环境下写作教学的潜在工具。这七种启示被认为是多模态上下文感知泛在学习的有效设计元素,有助于丰富英语学术写作教学。本文还提供了在高等教育中创建多模态泛在学习应用的启示。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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