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Towards a Framework for 
Evaluating Language Learning 
Mobile Apps 
Fernando Rosell-Aguilar 
@FRosellAguilar 
Department of Languages, The Open University
Overview 
• Apps for language learning 
• Taxonomy 
• In search of a framework 
• Final thoughts
Apps for language learning 
• New market since 2007 (iPhone) + iPad 2010 
• “Game changer” (Goodwin-Jones, 2001) 
– Functionalities 
– Competitors followed (Android, Windows...) 
• 50 billion apps downloaded by May 2013 
• Potential for ubiquitous learning opportunities, ease of 
use, collaborative potential, content access, productivity 
(Murphy, 2011) 
• Fits with constructivism; rhizomatic learning; use of 
authentic materials; informal and lifelong learning; 
learning objects; CALL; MALL theories and practices of 
just in time teaching.
Apps for language learning 
• “Super powers” (Sweeney & Moore, 2012) 
– Screen size 
– touch screen 
– enhanced text entry 
– high-quality image, audio and video playback, recording, editing and 
sharing 
– voice recognition 
– storage 
– Fast connectivity 
– Geolocation 
– Bluetooth connection 
(Goodwin-Jones, 2011)
Apps for language learning 
• Criticisms 
– Often “designed by developers with little knowledge of language 
learning” (Moore, 2011) 
– Often replicate what’s been done before: “pedagogically nothing 
new has been done with smartphones that has not already been 
done with earlier mobile devices” (Burston, 2014) 
– Most apps focus on cognitive processes and receptive skills 
(Kim & Kwon, 2012). Little socio-cognitive activity or 
collaborative learning. 
– Have we gone 20 years back to behaviourist CALL? 
• This is changing.
Apps for language learning 
• Research: 
Wide ownership, enjoyable (Khaddage & Latemann, 
2013) 
Some indications of language learning improvement: 
– Reading (McLanahan et al, 2012; Harmon, 2012) 
– Listening (Lys, 2013, Kim, 2013) 
– Vocabulary (Yildiz, 2012) 
– Verb conjugation (Castañeda & Cho, 2013) 
– Character writing (Shinagawa, 2014, Rosell-Aguilar & Kan, 2014)
Taxonomies of apps for learning
Sweeney & Moore (2012): 
• Productivity Apps and non-dedicated apps for LL 
• General Education and Creativity Tools 
• Dedicated Apps for LL
My taxonomy
How do we evaluate apps? 
A number of frameworks have been proposed: 
• Walker (2010) 
• Schrock (2011) 
• Vincent (2013) 
• Peachey (2013) 
Specific to Language Learning: 
• Rosenthal Tolisano (2012) 
• Sweeney & Moore (2012) 
• Rodríguez-Arancón, Arús & Calle (2013) 
Koole’s frame model
Walker (2010) 
• Curriculum connection: skills practised match target 
• Authenticity: problem based 
• Feedback 
• Differentiation: flexibility to meet needs 
• User friendliness: degree which learners can engage 
• Motivation
Schrock (2011-2013) 
• Curriculum connection 
• Authenticity 
• Feedback 
• Differentiation 
• User friendliness 
• Student motivation 
• Reporting: data available to student / teacher 
• Sound: use of music / sound 
• Instructions 
• Support page
Peachey (2013) 
• Accessibility: across different platforms 
• Learning outcomes 
• Price 
• Digital literacy 
• Learnable (user friendliness) 
• Interaction 
• Registration 
• Authenticity 
• Reusability 
• Security 
• Prolonged use (motivation) 
• Context
Vincent (2013) 
• Relevance (Curriculum connection) 
• Help available 
• Appropriate content 
• Information error-free,factual & reliable 
• Customization (differentiation) 
• Good technical design 
• Accessible 
• Feedback 
• Thinking skills 
• Engagement (motivation) 
• Sharing: can be exported and transferred to other devices 
• Price 
• Works well 
• No advertising 
• Updates 
• Promotes creativity and collaboration
Rosenthal Tolisano (2012) 
• Content: authenticity, curriculum connections, 
personalisation, differentiation, publishing (exporting) 
• Logistics: user friendliness, no advertising, ease of 
management, image and sound quality, access to 
unmoderated content 
• Sustitution vs transformation model: substitution (same 
task can be done without device), augment (improves 
task), modify (task redesign), redefine (new tasks), 
amplify (using app allows building and deepening skills) 
• Fluency: ability to move smoothly between tasks, import 
from other apps 
• Evidence of learning: research, development, 
presentation, participation, design.
Sweeney & Moore (2012) 
• Allows personalization 
• Visible progress indicators 
• Covers relevant language 
• Covers more than one skill 
• Maximizes exposure to target language 
• Appropriate for the device (content, activity, interface) 
• Encourages learning behaviours which correspond with 
what we know about general mobile-enabled behaviour 
patterns (includes social and gamification aspects)
Rodríguez-Arancón, Arús & Calle 
(2013) 
• Cognitive value and pedagogic competence 
• Content quality 
• Capacity to generate learning 
• Interactivity and adaptability 
• Motivation 
• Format and layout 
• Usability 
• Accessibility 
• Visibility 
• Compatibility
Lots of factors and criteria! 
• Which ones do we choose? Some? All? 
• Are all criteria relevant to all apps?
Criteria to evaluate Education Apps
Towards a Framework for Evaluating Language Learning Mobile Apps
Final considerations 
• Do not expect an app to do it all, but to do what it does 
well. 
• Wouldn’t expect perfection from other media or type of 
resources. 
• Use framework to develop skills to evaluate apps. 
• Each individual has different needs. 
• “The one app to rule them all” doesn’t exist: use App 
Mashing to create a synergy of different skills to suit 
learners with different needs at different stages, different 
levels, different times.
Thank you! 
¡Gracias! 
@FRosell-Aguilar 
Fernando.Rosell-Aguilar@open.ac.uk

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Towards a Framework for Evaluating Language Learning Mobile Apps

  • 1. Towards a Framework for Evaluating Language Learning Mobile Apps Fernando Rosell-Aguilar @FRosellAguilar Department of Languages, The Open University
  • 2. Overview • Apps for language learning • Taxonomy • In search of a framework • Final thoughts
  • 3. Apps for language learning • New market since 2007 (iPhone) + iPad 2010 • “Game changer” (Goodwin-Jones, 2001) – Functionalities – Competitors followed (Android, Windows...) • 50 billion apps downloaded by May 2013 • Potential for ubiquitous learning opportunities, ease of use, collaborative potential, content access, productivity (Murphy, 2011) • Fits with constructivism; rhizomatic learning; use of authentic materials; informal and lifelong learning; learning objects; CALL; MALL theories and practices of just in time teaching.
  • 4. Apps for language learning • “Super powers” (Sweeney & Moore, 2012) – Screen size – touch screen – enhanced text entry – high-quality image, audio and video playback, recording, editing and sharing – voice recognition – storage – Fast connectivity – Geolocation – Bluetooth connection (Goodwin-Jones, 2011)
  • 5. Apps for language learning • Criticisms – Often “designed by developers with little knowledge of language learning” (Moore, 2011) – Often replicate what’s been done before: “pedagogically nothing new has been done with smartphones that has not already been done with earlier mobile devices” (Burston, 2014) – Most apps focus on cognitive processes and receptive skills (Kim & Kwon, 2012). Little socio-cognitive activity or collaborative learning. – Have we gone 20 years back to behaviourist CALL? • This is changing.
  • 6. Apps for language learning • Research: Wide ownership, enjoyable (Khaddage & Latemann, 2013) Some indications of language learning improvement: – Reading (McLanahan et al, 2012; Harmon, 2012) – Listening (Lys, 2013, Kim, 2013) – Vocabulary (Yildiz, 2012) – Verb conjugation (Castañeda & Cho, 2013) – Character writing (Shinagawa, 2014, Rosell-Aguilar & Kan, 2014)
  • 7. Taxonomies of apps for learning
  • 8. Sweeney & Moore (2012): • Productivity Apps and non-dedicated apps for LL • General Education and Creativity Tools • Dedicated Apps for LL
  • 10. How do we evaluate apps? A number of frameworks have been proposed: • Walker (2010) • Schrock (2011) • Vincent (2013) • Peachey (2013) Specific to Language Learning: • Rosenthal Tolisano (2012) • Sweeney & Moore (2012) • Rodríguez-Arancón, Arús & Calle (2013) Koole’s frame model
  • 11. Walker (2010) • Curriculum connection: skills practised match target • Authenticity: problem based • Feedback • Differentiation: flexibility to meet needs • User friendliness: degree which learners can engage • Motivation
  • 12. Schrock (2011-2013) • Curriculum connection • Authenticity • Feedback • Differentiation • User friendliness • Student motivation • Reporting: data available to student / teacher • Sound: use of music / sound • Instructions • Support page
  • 13. Peachey (2013) • Accessibility: across different platforms • Learning outcomes • Price • Digital literacy • Learnable (user friendliness) • Interaction • Registration • Authenticity • Reusability • Security • Prolonged use (motivation) • Context
  • 14. Vincent (2013) • Relevance (Curriculum connection) • Help available • Appropriate content • Information error-free,factual & reliable • Customization (differentiation) • Good technical design • Accessible • Feedback • Thinking skills • Engagement (motivation) • Sharing: can be exported and transferred to other devices • Price • Works well • No advertising • Updates • Promotes creativity and collaboration
  • 15. Rosenthal Tolisano (2012) • Content: authenticity, curriculum connections, personalisation, differentiation, publishing (exporting) • Logistics: user friendliness, no advertising, ease of management, image and sound quality, access to unmoderated content • Sustitution vs transformation model: substitution (same task can be done without device), augment (improves task), modify (task redesign), redefine (new tasks), amplify (using app allows building and deepening skills) • Fluency: ability to move smoothly between tasks, import from other apps • Evidence of learning: research, development, presentation, participation, design.
  • 16. Sweeney & Moore (2012) • Allows personalization • Visible progress indicators • Covers relevant language • Covers more than one skill • Maximizes exposure to target language • Appropriate for the device (content, activity, interface) • Encourages learning behaviours which correspond with what we know about general mobile-enabled behaviour patterns (includes social and gamification aspects)
  • 17. Rodríguez-Arancón, Arús & Calle (2013) • Cognitive value and pedagogic competence • Content quality • Capacity to generate learning • Interactivity and adaptability • Motivation • Format and layout • Usability • Accessibility • Visibility • Compatibility
  • 18. Lots of factors and criteria! • Which ones do we choose? Some? All? • Are all criteria relevant to all apps?
  • 19. Criteria to evaluate Education Apps
  • 21. Final considerations • Do not expect an app to do it all, but to do what it does well. • Wouldn’t expect perfection from other media or type of resources. • Use framework to develop skills to evaluate apps. • Each individual has different needs. • “The one app to rule them all” doesn’t exist: use App Mashing to create a synergy of different skills to suit learners with different needs at different stages, different levels, different times.
  • 22. Thank you! ¡Gracias! @FRosell-Aguilar Fernando.Rosell-Aguilar@open.ac.uk