Mobile Mazes: Investigating a Mobile Phone Game for Language Learning

Abstract

Mobile phones are an important but under-used technology for language learning. Most current mobile phone assisted language learning (MPALL) applications focus on discrete language points and use a behaviourist approach to learning. In this paper, we investigate a communicative MPALL application, action reading mazes. Through interviews and think-aloud protocols, we found that the accessibility of mobile phones enabled users to use the MPALL program in different situations for short periods, although hardware constraints caused problems. Users' initial motivations had an impact on their reactions to the software, while enjoyable gameplay encouraged users to play the games repeatedly.

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