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Mobile Learning as a Tool for Distanced Learning

As future instructional designers, we are constantly searching for new ways of optimising our course designs, making the learning more pleasurable and enjoyable, finding the best ways to help the learners reach their learning objectives, while at the same time ensuring that the retention of the course content is not compromised by simply introducing new technologies, media, or teaching methods for the sake of having them incorporated in our designs. 

One such search lead me to Mobile Learning, which I will attempt to describe (because this is my attempt at things) and transfer any knowledge I've gathered so far to you, my fellow EdTekkies.

History Lesson on Mobile Learning

To start off with the basics, the most common definition of Mobile Learning, or mLearning, is that it's a way of learning by using mobile devices. If we really want to sound fancy and oh so erudite, Latin always comes in handy - a dead language that's still shaping our language of today and tomorrow - and see where the word originated. According to Mirriam-Webster Dictionary, the Latin word mobilis means to move, therefore, we get to learn on the move. And this moving element of mLearning is what's making it so interesting and appealing to both the learners and teachers or course developers. Campbell (2018) cites Sharples (2000) in her explanation of learning through mobile devices that they "allow learners to learn wherever they are located and in their personal context so that the learning is meaningful." Cujba (2019) claims that it provides a much better learning experience than a classroom setting because it is convenient, it allows for instant sharing, quick transfer of the learning content, and most importantly, instant feedback. Valconi (2018) also list many more positive sides to mLearning, such as that it takes place outside brick-and-mortar classrooms, and also stresses the importance of teachers being tech savvy in order to be able to implement such learning in their teaching practices. Further in his discussion, Valconi provides several potential applications of mLearning, such as in blended learning, game-based learning, and also bears in mind the socio-economic landscape of students where those from rural or poorer areas can still access the fountain of knowledge and connect with peers by simply using their smartphones. 

Thanks to its portability and accessibility, mLearning can have numerous applications, such as in teacher education as presented by Hall & Connolly (2019); mobile game-based learning in secondary education where Huizenga et al. (2009) used a game called Frequency 1550 to teach secondary school pupils the history of medieval Amsterdam, leading the authors to a conclusion that the application of this game in education can bring a way to make situated and active learning fun. The authors are, nevertheless, aware of lack of empirical evidence how mobile games in general affect the students' motivation and learning; and we also see applications of mLearning in medical education where Klimova (2017) reviewed the literature from databases such as Web of Science, Scopus, and MEDLINE to find that this type of learning is gaining ground in medical education, that it can be efficient in acquiring new skills and knowledge but she also calls for more research into the effects of mLearning in this specific environment. 

Singing praises for mLearning is not what this post is about and naturally, we need to look at some disadvantages of this new way of learning. mLearning faces its own challenges, where most of the sources list distraction and lack of focus as primary problems (Thomes (2019), Cujba (2019)). It has happened to me many times, and I feel it might have happened to you - you get your smartphone and you really want to learn something, and then a friend sends you a message, or you get a notification from Instagram that someone liked your post, or your bank sends you an email with another wonderful offer how you can save money... The interruptions are endless. What happens is that in such moments I often switch from whatever intention I had to use the mobile device for personal development to tending to these notifications. Some experts, precisely those who created these apps, claim in Netflix's documentary "The Social Dilemma", that the apps are actually built for exactly that purpose - to keep us permanently engaged. Engagement is my friend while it's working in my favour, i.e., while I'm building on my knowledge and refreshing some old mastery, but the drawback of this type of learning is precisely the medium it uses, as seen in the aforementioned sources. 

Talk the Talk and Learn While You Walk

Hands-on experience, involvement, and exposure to new tools, apps, and learning techniques has always worked best for me to understand new concepts. I hope this approach helps you too so I invite you to join me while we take a deeper look into one such mLearning tool. For the purpose of this exercise, I have selected Duolingo - a language learning app that predicates on repetition and gamification to help learners reach their foreign language acquisition goals. It offers a plethora of languages to choose from and the learners don't need to have any previous knowledge because all courses start from basics. In this example, I will mostly talk about my experiences with the Italian course.

I use this app all the time, at home, while commuting, travelling, but I never regarded it through the lens of mLearning principles and theories that were mentioned above. I didn't see it as a mobile learning app but just another (free) tool that can help me learn something while having fun and making best use of my free time. Actually, some of the encouragement messages that the app sends to their users are "You're spending your time wisely. Happy learning!", or "You can learn a new language in just 15 minutes a day. What can 15 minutes of social media do?", so I figured it was worth my attention.

Having said all that, I will put on my EdTech hat and look at it from that angle. Although it is very appealing in the beginning and you are boosted to plough through the lessons due to the gamification side of it, which ultimately makes you feel like you've really accomplished something in those 15 minutes, that sense of achievement fades after a few weeks. The game is always the same and quite predictable, which, in my case, doesn't carry through that initial freshness. The principle of repetition becomes a nuisance after a while because although you are building your vocabulary and moving from one lesson (e.g., food) to another (e.g., prepositions), the exercises will always have the same format and use the same words. For example, translate into Italian: The apple is on the table., followed by the same sentence in Italian to be translated into English (La mela Ã¨ sulla tavola). Sentences like this repeat throughout levels and lessons and the tediousness of having to write out or pronounce the same phrase over and over again is demotivating, especially when you know there are other ways of getting you to learn new prepositions, adjectives, and other parts of speech. And especially if you've ever worked as a second language teacher and know that repetition is great, but spicing it up here and there helps students feel engaged and work on their scaffolding. 

I like to play games and love to win, and although Duolingo congratulates you on your achievement, somehow that victory doesn't taste the same as in actually winning something tangible. I suspect that this comes from the limitations of not being able to practice what I've learnt outside the app, since there are no Italian speakers in my circle and I'm not planning a trip to Italy anytime soon. The app encourages you to log in every day, which is counted as another win because you're building your streak. The in-app prompts tell you that users are 4 times more likely to finish a course if they achieve a 7 day streak, but they didn't qualify this with any references. It plays on the feeling of accomplishment that you logged in every day and did something, while at the same time the app is profiting from that by making you watch all kinds of ads in order to move forward with your lesson (Plus option removes the ads, I will mention that in the evaluation below). Refer again to "The Social Dilemma" documentary to learn more about the algorithms and practices behind advertising in apps. 

The learning is too linear and although it starts with basics, some "basic" sections could be fused together for a more quality learning experience. The bite-sized lessons are easily managed but certain "basics" don't require 5 levels of 10 sub-levels each in order to learn basic foods (apples, bread, milk, eggs), and at the same time some items that I'd consider basic didn't appear until later in the course (e.g., potato). 

Basic grammar rules should be a staple in the app, which doesn't appear to be the case. Instead, each lesson starts with "Tips", which are quite rudimentary and don't present everything that will be worked on in the lesson. In my past experience as a second language teacher, the students were always complaining about having to learn grammar, they found it boring, it was not clear...the list of their rationale why they shouldn't learn grammar was endless. However, grammar provides logic behind something that isn't so obvious to someone who is just starting to learn a new language, which could well be very different from their mother tongue. 

Evaluation of Duolingo as an mLearning Tool 

My exposure to mLearning, without even knowing it was called that, started last summer when I decided to brush up on my Italian and take it to the next step. Over the last 6 months I have been using the app regularly and have noticed its positive and negative sides. In the tables below, I will attempt to summarise some advantages that Duolingo offers and potential improvements, and I have placed them in several categories with their corresponding criteria.

Category

Criteria

Works Well

Concerns/Improvement

Functionality

Scale

The app has a simple layout split in 4 main sections, each one comprising several lessons that focus on different parts of language, such as basics, food, pronouns, prepositions, etc.  The lessons are then split into smaller chunks of mostly 5 levels and they are represented by icons that allow users to anticipate what’s behind each section.

Although it is an interactive app, the users cannot manipulate it too much. The learning path is linear and users can’t skip certain lessons to move onto topics that they’d find more relevant to their learning needs. This is only possible once a part of the lesson is completed.  

Ease of use

The interface is very user-friendly and easy to navigate. The layout is organised into main section (where all the learning takes place) that linearly delivers lessons, and different icons on top and bottom of the screen that provide more information. They are a part of the gamified sphere of this tool and display points, hearts (lives), and streaks, etc., that the users have obtained so far. Other icons provide the learner with additional resources such as connecting with friends who already use the app, finding followers or following other learners, and premium (paying) options.    

Some functionalities don’t offer additional information what they are and what their purpose is. For example, the learner can advance into different leagues (diamond, obsidian) but other than serving as a leaderboard with random learners (not just your followers and friends) they don’t offer any input as in what it means to be in a certain league.

Support

There is an integrated Support option where learners can get answers on general questions about Duolingo and solve some technical problems. They can also send feedback directly to Duolingo.

Once in a lesson, learners can click on a little speech bubble icon and access forum where other learners have commented on that particular sentence/word/language problem. Since the app only provides correct answer without any further explanation, learners can struggle to understand why their answer was incorrect, but they can turn to forum and scroll through other learners’ answers and explanations for enhanced learning. They can also post questions and get responses.

If a user thinks that there was an issue with their answer, they can click on a little flag icon and select a problem that matches most closely what they encountered, otherwise, they can explain in their own words and submit.

Although other learners provide (very often) an in-depth input into why something should have been said/answered in a certain way, there is no official Duolingo moderator/language specialist who would ensure that the feedback is actually correct. We are all native speakers of a certain language but that does not always make us equipped to provide grammatical explanations to learners of our mother tongue.
Additionally, the Report a Problem functionality seems to be put on the back-burner by Duolingo developers since there have not been updates so that certain expressions or solutions could be accepted, as claimed by learners in the forum repeatedly.



Category

Criteria

Works Well

Concerns/Improvement

Accessibility

 

Required Equipment

In order to use the app, no other equipment is necessary other than a functioning tablet, mobile phone, or a laptop. The app is functional across Android and iOS operational systems, and supported by different browsers. The in-app messages encourage the learners to use headphones to hear the phonemes better but not using them doesn’t hinder oral comprehension.

No additional software or equipment is required.  

 

Cost of Use

Free with an option to purchase Plus option that brings additional features, such as learning offline, progress quizzes, and removal of ads, to name a few.

The cost of $18 CAD/month might seem a lot for what it actually brings to learners.

  

Category

Criteria

Works Well

Concerns/Improvement

Learning Opportunities and Professional Development

 

Certifications for Learners

Bite-size certifications in the form of “League” are based on the number of points that a learner collects throughout a lesson. Moving up in the league brings the prestige and a sense of achievement.
There are no official certifications after completing a language course.

A course completion certifications that can be added to professional profiles such as LinkedIn or portfolios could be introduced as an option, even with additional payment (similar to Coursera.org certificates).

 

EdTech Perspective

The app is simple enough that it can be used by even less tech-savvy learners. It can also complement learning in brick-and-mortar classrooms for additional gamification and bringing elements of fun and competition.

Linearity of the app doesn’t allow for manipulation and customising the app to be more in line with the curriculum that is already in place.

The tabular presentation of evaluation and criticism of Duolingo app was adapted from Anstey L., & Watson G. (2018). Rubric for eLearning Tool Evaluation copyright. Centre for Teaching and Learning, Western University.
https://teachingcommons.lakeheadu.ca/sites/default/files/inlinefiles/Rubric%20for%20eLearning%20Tool%20Evaluation.pdf

In general, I find that Duolingo embodies what Mobile Learning stands for because:
  • it is accessible (geographically and any time of the day or night)
  • it is engaging
  • it has a variety of content (within a language course and in its offering many languages)
  • it does encourage students, although as seen in my personal example, I am less encouraged now than I was in the beginning, even after having achieved 119 days' streak
  • it enables the learners to test their knowledge with regular checks and 4 major checkpoints that allow them to progress to more advanced levels.
I would like to have the opportunity to speak to the developers behind this app to propose a few solutions that would take it to the next level. Without losing the gamification element, this app could achieve much more and provide their users an even better learning experience if we were to apply a few techniques and improvements stemming from being in the EdTech field. Until I get that chance, I will turn to you to get your point of view on Mobile Learning and the practicality of such learning through Duolingo. 

Do You Double Speak with Duolingo?

Let's break out into a little game and have some fun with Mobile Learning. I have two tasks for you and they will require you to play two different roles - that of a learner and of an EdTech professional.

Your first task will be to install Duolingo app on your smartphone and take it up on its offer to learn a new language. Let's start with Italian - firstly, because I'm learning it too (and it's simply meraviglioso), and second reason is that we can all learn enough and meet (at a distance) in Little Italy and order our coffees in Italian in one of those old Italian caffeteria (I know just the spot). 
***In case you already speak the language, please select another one.***
Once you get the app going and set it up, starting today please use it for the next 7 days (the assumption is that you will use it for at least 15 minutes per day).

After a week, 
(a) reflect on your learning:
1. What did 15 minutes a day bring in terms of acquiring a new language, i.e., how many new words or phrases?
2. Can you list 10 words you learnt in your lessons?
3. Did you say out loud all oral exercises as prompted by the app? If no, why?
4. Did you write down any new words or phrases? If no, why?
5. Did you read "Tips" section before starting a lesson? If no, why? What additional value or understanding did it bring?
6. Did you consult other sources to complement your mLearning, such as dictionaries (print or digital), grammar books, grammar blogs, Wikipedia, or other educational sources for your language? Give examples and rationale. 
7. What types of tasks did you enjoy the most? Writing, speaking, matching, guessing?
8. Was there something you wanted to learn in your lessons but was missing? What was it?
9. Did you set your personal learning objectives before starting? What were they? Did you meet them after a week?

(b) reflect on the mLearning element of the app:
1. What time of the day did you use it?
2. Where did you use it?
3. Did you experience any software/hardware/connection issues? If so, what were they?
4. Did you experience any distractions? If so, what were they?
5. How encouraging was the mobility of the app to continue using it?
6. Did it provide a content of sufficient quality for your learning needs?
7. Did you receive instant feedback and were you satisfied with its quality?

(c) reflect on the gamification element of the app:
1. How many streaks have you achieved (how many days in a row did you log in)?
2. How many points have you earned?
3. What league are you currently in?
4. How did the sound of fanfare trumpets make you feel once you completed a lesson?
5. Did you feel a sense of accomplishment due to awards/points you received? Please elaborate. 
6. Did you find gamification encouraging or discouraging? Please elaborate. 
7. Was gamification an additional reason to use the app? Or would you use Duolingo even if it didn't have the leaderboard elements, points, crowns, etc.?

And now for a final task in the learner's section. Please reach out to a fellow classmate who used the app to learn the same language and compare your impressions, achievements, and pain points. 
For additional $1M, say one phrase in Italian that you remember from your lessons and ask the classmate its meaning. 

Your second task will be to step into EdTech shoes. My autocratic request aside that you needed to learn a language you might not have had any interest in, what are your thoughts on the following:

1. Do you consider Duolingo a Mobile Learning tool? Please elaborate.
2. What is, in your opinion, the biggest advantage of mLearning?
3. Do you consider mLearning (through the lens of Duolingo) sufficient as standalone or do you think it should be coupled with other material, media, live classes, etc.?
4. Are there any affordances or limitations that were not presented in the blogpost above that you recognised while using the app or reading about mLearning?
5. Would you propose any improvements in the usage and content of this app for an increased learning experience? What would they be?
6. Would you be able to draw the blueprint of the app and its layout (in terms of instructional design)? Think of it as reverse engineering to bring you back to the starting point and whether it would be the same had we started to think about developing an app like Duolingo from scratch (doing needs assessment, HLD, Detailed Design, etc.)?

Conclusion

Despite some of the limitations that I attempted to present here, I would still recommend Duolingo as a useful and convenient mLearning tool to brush up on a language you might already speak or even to use it as a tool to learn a completely new language from scratch. As a user and an EdTech professional, I am confident that the teachers wouldn't have any issues including this tool in their classes, since it doesn't require too much technical competencies either on their or students' side, and the linearity of the app's design and navigation wouldn't put too much strain on lesson plans or course design. 



REFERENCES:

Campbell, C. (2018). Mobile technologies and Mobile LEARNING: Critical issues. Retrieved February 02, 2021, from https://techandcurriculum.pressbooks.com/chapter/critical-issues-with-mobile-technologies/

Hall, T., & Connolly, C. (2019). Mobile learning in teacher education. Techtrends : Linking Research and Practice to Improve Learninga Publication of the Association for Educational Communications & Technology, 63(6), 644–646. https://doi.org/10.1007/s11528-019-00438-7

Huizenga, J., Admiraal, W., Akkerman, S., & Dam, G. ten. (2009). Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game. Journal of Computer Assisted Learning25(4), 332–344. https://doi.org/10.1111/j.1365-2729.2009.00316.x

Klímová Blanka. (2018). Mobile learning in medical education. Journal of Medical Systems42(10), 1–6. https://doi.org/10.1007/s10916-018-1056-9

Mobile Learning,  DePaul University, Chicago, date unkown, https://resources.depaul.edu/teaching-commons/teaching-guides/technology/Pages/mobile-learning.aspx, accessed February 1, 2021

Thomes, J. (2019). Mobile learning: Advantages and disadvantages. Retrieved February 01, 2021, from https://elearningindustry.com/mobile-learning-advantages-disadvantages

Uther, M. (2019). Mobile learning—trends and practices. Education Sciences9(1), 33–33. https://doi.org/10.3390/educsci9010033

Valconi, R. (n.d.). PRINCIPLES AND APPLICATIONS OF MOBILE LEARNING AND TECHNOLOGIES. Retrieved January 30, 2021, from https://techandcurriculum.pressbooks.com/chapter/principles-and-applications-of-mlearning/

What Is Mobile Learning? (2019)  https://raccoongang.com/blog/what-mobile-learning/, accessed February 1, 2021


ADDITIONAL RESOURCES:
Akour I, Alshurideh M, Al Kurdi B, Al Ali A, Salloum S. Using Machine Learning Algorithms to Predict People's Intention to Use Mobile Learning Platforms During the COVID-19 Pandemic: Machine Learning Approach. JMIR Med Educ. 2021 Feb 4;7(1):e24032. doi: 10.2196/24032. PMID: 33444154.; 

Ten mobile apps that can teach you almost anything. (n.d.). Retrieved January 30, 2021, from https://www.independence.edu/blog/apps-that-help-you-learn

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