2019
DOI: 10.4018/ijgbl.2019040102
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Can WordBricks Make Learning Irish More Engaging for Students?

Abstract: Learning a language is challenging and it is important that learners are kept motivated throughout the process. Many Irish primary school children are not particularly motivated to learn the language and there are few Computer Assisted Language Learning (CALL) resources available to them. WordBricks is an app that enables learners to construct only grammatically correct sentences. It leverages a visual learning paradigm and has a Scratch-like interface. It was originally developed for English, and more recentl… Show more

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Cited by 5 publications
(2 citation statements)
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“…We conducted several pilot studies to find out how enjoyable is the system for users, and the initial responses of the teachers, parents, and school pupils were positive (Ward, Mozgovoy, & Purgina, in press). The learners in general reported that they enjoyed working with the application, found it easy to use, and would like to use it as a part of their homework.…”
Section: Classroom Experiments With Wordbricksmentioning
confidence: 99%
“…We conducted several pilot studies to find out how enjoyable is the system for users, and the initial responses of the teachers, parents, and school pupils were positive (Ward, Mozgovoy, & Purgina, in press). The learners in general reported that they enjoyed working with the application, found it easy to use, and would like to use it as a part of their homework.…”
Section: Classroom Experiments With Wordbricksmentioning
confidence: 99%
“…Game-based studies have grown and revolutionised information technology and education. Many studies have embraced mobile education to teach language and one of them is mobile-based learning and gamification(Mikasyte, 2018; Pelser-Carstens; Veruschka, Blignaut&Seugnet, 2017; Marengo &Ladisa, 2016; ), ICT for knowledge acquisition(Ward &Mozgovoy, 2019; Kayimbaşioǧlu, Oktekin&Haci, 2016), to improve second language acquisition (Jorge, 2015), integration of gamification with the 2st century skills learning (Kingsley& Grabner2015), moving away from traditional method of teaching to intelligent game-based learning for people with hearing impairment(Azman &Yunus, 2019; James & Mayer, 2018; Brunvand & Hill, 2019; Kamnardsiri et. al, 2016; Kamnardsiri, Khuwuthyakorn&Wongta, 2016), formative assessment (Zhao, 2019; Chen et al, 2018; Martin& Klein, 2017; Andrew, 2017), stem and game-based learning (Vate&Poonsri, 2015), combination of a role-playing approach with gamification (Topîrceanu, 2017), infusion of computer assisted language learning (CALL) with gamification (Stoakley& Kim, 2017), flipped classroom and gamification to promote critical thinking (Pinar & Kaya, 2019; Wang, 2019; Lo & Hew, 2018; Hung, 2016), game-based and problem solving skills to learn mathematics (Pratama&Setyaningrum,2018), personalise assistance strategy with gamification (Zou et al, 2018; Wei et.…”
mentioning
confidence: 99%