Indicators of Pedagogical Factors Influencing Learning Outcomes in Informal Educational Mobile Apps

Iiris Tuvi, Jussi Okkonen, Terje Väljataga

Tutkimustuotos: AbstraktiScientific


The educational mobile apps enjoy increasing popularity, in formal
(such as classrooms) and in informal settings (outside the classroom). The factors behind the usefulness of informal educational mobile apps in the learning process have not been firmly established. Possible pedagogical factors influencing learning outcomes in traditional teaching context have been researched by several researchers. Many of those pedagogical factors can also be used in the development of mobile learning apps, such as: engaging students, structuring the material, scaffolding type used (when questioning students), critical thinking development, opportunity to practice/apply learned knowledge and overall pedagogical approach used (game-based learning, drill and practice, inquiry based learning, collaborative learning, flipped classroom, mapped trail/self-regulated learning, mixed). Current work in progress aimed to analyze how user experience factors (perceived entertainment, motivation to use, agency and usability) of the informal educational mobile apps are associated with described pedagogical factors that influence learning outcomes. Method: user experience (UX) data was collected with two questionnaires (Subjective Metrics with User Experiments and System Usability Scale) filled in by users pre- and post use. Pedagogical indicators were coded by two experts (university lecturers) using the scale 0-not present, 1-somewhat, 2-yes, used. Users (N=1152, age 8-19 years) free format answer about experience was used to code added value to the learning process. UX data of Citynomadi, Fillarilla, Rescue Busters, Word Dive and Action Track Zone apps was collected. The descriptive analysis enabled insight into how pedagogical summative and individual factor scores were associated with the user experience. Examples of some results: three pedagogical approaches were used- mapped trails with tasks (2), drill and practice (2) and game-based learning (1). Game-based learning of first aid received the highest UX scores and high pedagogical factors scores. Drill and practice app for cycling safety was pedagogically best developed, with good UX scores. Mapped trails obtained lowest pedagogical and UX scores. Motivation to use the app always declined post use compared to pre-use, largest decline appeared with game-based app. The indicators used are suitable for a more general framework that unites UX factors important for app designers and pedagogical indicators that influence learning outcomes.
TilaJulkaistu - 2022
OKM-julkaisutyyppiEi OKM-tyyppiä
TapahtumaWCCE, World Conference on Computers in Education - , Japani
Kesto: 20 elok. 2022 → …


ConferenceWCCE, World Conference on Computers in Education
Ajanjakso20/08/22 → …


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