Impact of smart immersive mobile learning in language literacy education

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Scopus citations

Abstract

With the fast paced improvements in smart devices such as tablets and smartphones, many schools in the developed countries are trying to improve the traditional pedagogical methods by harnessing smart learning technology for different purposes. In this paper, we proposed the use of a smart novel educational technology to immerse the students in the learning process by engaging as many of the students' senses as possible through the creation of interactive elements and entertaining features. This process is also called edutainment, combining both education and entertainment, and it works by making students learn subconsciously in an immersive manner. The aim of this paper is to demonstrate how an immersive augmented reality application can work in conjunction with Arabic schoolbooks in an attempt to improve Arabic literacy for children in the UAE. The reason for this is that children in the UAE are being exposed to English most of the time and, as a consequence, gradually losing their mother tongue. A focus field-study was then conducted on two groups of Grade 1 students to get a pre-understanding in the impact of such educational technology, targeted for younger learners, in language literacy education.

Original languageBritish English
Title of host publicationProceedings of 2016 IEEE Global Engineering Education Conference, EDUCON 2016
Subtitle of host publication"Smart Education in Smart Cities"
PublisherIEEE Computer Society
Pages443-447
Number of pages5
ISBN (Electronic)9781467386333
DOIs
StatePublished - 19 May 2016
Event2016 IEEE Global Engineering Education Conference, EDUCON 2016 - Abu Dhabi, United Arab Emirates
Duration: 10 Apr 201613 Apr 2016

Publication series

NameIEEE Global Engineering Education Conference, EDUCON
Volume10-13-April-2016
ISSN (Print)2165-9559
ISSN (Electronic)2165-9567

Conference

Conference2016 IEEE Global Engineering Education Conference, EDUCON 2016
Country/TerritoryUnited Arab Emirates
CityAbu Dhabi
Period10/04/1613/04/16

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

Keywords

  • Augmented Reality
  • Edutainment
  • Game-Based Learning
  • Immersive Augmented Reality
  • Smart Education

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