2D Mobile Vocab Library Learning Application
Technology is continuously evolving nowadays, and learners are exposed to digital devices at an early stage. It will lead learners to use digital devices to learn or play with instead of using books or traditional puzzle games. Thus, this project will develop an English Language vocabulary learning...
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Published in | 2022 International Conference Advancement in Data Science, E-learning and Information Systems (ICADEIS) pp. 1 - 5 |
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Main Authors | , , , , , , , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
23.11.2022
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Subjects | |
Online Access | Get full text |
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Summary: | Technology is continuously evolving nowadays, and learners are exposed to digital devices at an early stage. It will lead learners to use digital devices to learn or play with instead of using books or traditional puzzle games. Thus, this project will develop an English Language vocabulary learning application using 2D learning content applying an information- based learning and quiz approach, and 2D gamification approach in the game module and executed on the Android platform. Furthermore, the Multimedia Mobile Content Development (MMCD) methodology is selected and used to develop the V ocab Library application is to ensure that the development process can run smoothly and efficiently as planned. This paper is based on the research from online journals and the questionnaire that had distributed. The Vocab Library application is appropriate for 7-year-old target users to learn English vocabulary on a mobile platform, based on the good feedback received from the target users. Lastly, this learning application is designed to help today's children understand and learn English vocabulary, which will benefit children's future. |
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DOI: | 10.1109/ICADEIS56544.2022.10037521 |