Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/96985
Title: Enhancing adults’ Maltese language learning through an app powered by game and mobile-based learning
Authors: Żammit, Jacqueline
Keywords: Educational technology -- 21st century
Educational games
Second language acquisition
Maltese language -- Study and teaching -- Foreign speakers
Adult students
Information technology -- Case studies
Issue Date: 2022
Publisher: Springer
Citation: Żammit, J. (2022). Enhancing adults’ Maltese language learning through an app powered by game and mobile-based learning. Research Square. https://doi.org/10.21203/rs.3.rs-1486764/v1
Abstract: Adult brains are more implicit, lack neuroplasticity and hence, are less capable of change and new learning than children, who have a sponge-like approach to acquiring knowledge and information, making learning a second language (L2) more challenging in adulthood. In the digital era, game and mobile based learning are fundamental tools for assisting adults to acquire an L2. The EULALIA (Enhancing University Language courses with an App powered by game-based Learning and tangible user Interfaces 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 are set to encourage international adult students in learning ML2 through the game-based application to aid in increasing cultural awareness and better communication with the locals. As part of the methodology, pre-surveys and post-surveys were used on a test group comprising of 28 pre-surveyed and nine 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. The results revealed that game-based learning improved cognitive function since the learners were more engaged in language activities, thereby promoting the ability to process and absorb a wider range of information.
URI: https://www.um.edu.mt/library/oar/handle/123456789/96985
Appears in Collections:Scholarly Works - FacEduLHE



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