TY - JOUR
T1 - A review of vocabulary learning applications
T2 - From the aspects of cognitive approaches, multimedia input, learning materials, and game elements
AU - Wang, Fu Lee
AU - Zhang, Ruofei
AU - Zou, Di
AU - Au, Oliver Tat Sheung
AU - Xie, Haoran
AU - Wong, Leung Pun
N1 - Publisher Copyright:
© 2021 Hong Kong Bao Long Accounting And Secretarial Limited. All rights reserved.
PY - 2021/9
Y1 - 2021/9
N2 - In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of a review of these apps for a systematic understanding of the components and usefulness of app-assisted vocabulary learning. To fill this knowledge gap, this study presents a systematic review of 15 EFL vocabulary learning apps that were most downloaded in China, focusing on how these apps help students develop word knowledge. The results of this study showed that most apps enabled students to access word knowledge through translating words into their native language. Notably, word knowledge was usually presented through text-plus-image and text-plus-image-plus-audio. Most of these mobile apps provided sentence examples as vocabulary learning materials. Many of these apps were integrated with game elements, especially in interactivity or feedback systems and reward systems. Based on the review results, we have provided three recommendations to vocabulary learning app developers concerning the use of video for the input of word knowledge, the efficiency of vocabulary learning, and the integration of more game elements.
AB - In recent years, mobile applications (apps) have been increasingly used and investigated as a vocabulary learning approach. Despite the extensive use of commercial English as a Foreign Language (EFL) vocabulary learning apps in China, there is a lack of a review of these apps for a systematic understanding of the components and usefulness of app-assisted vocabulary learning. To fill this knowledge gap, this study presents a systematic review of 15 EFL vocabulary learning apps that were most downloaded in China, focusing on how these apps help students develop word knowledge. The results of this study showed that most apps enabled students to access word knowledge through translating words into their native language. Notably, word knowledge was usually presented through text-plus-image and text-plus-image-plus-audio. Most of these mobile apps provided sentence examples as vocabulary learning materials. Many of these apps were integrated with game elements, especially in interactivity or feedback systems and reward systems. Based on the review results, we have provided three recommendations to vocabulary learning app developers concerning the use of video for the input of word knowledge, the efficiency of vocabulary learning, and the integration of more game elements.
KW - Apps
KW - EFL
KW - English as a foreign language
KW - Gamified learning
KW - Mobile learning
KW - Vocabulary learning
UR - http://www.scopus.com/inward/record.url?scp=85118957164&partnerID=8YFLogxK
U2 - 10.34105/j.kmel.2021.13.014
DO - 10.34105/j.kmel.2021.13.014
M3 - Article
AN - SCOPUS:85118957164
SN - 2073-7904
VL - 13
SP - 250
EP - 272
JO - Knowledge Management and E-Learning
JF - Knowledge Management and E-Learning
IS - 3
ER -