Skip to main content

Advertisement

Log in

Teachers' Assessment of the Instructional Efficacy of Mobile Apps: a Formative Case Study

  • Published:
Journal of Formative Design in Learning Aims and scope Submit manuscript

Abstract

Integrating console games into educational settings has been increasingly both applauded and criticized. The vast interest in game playing of people of all ages appears to be a motivating source for educators and trainers to find ways to effectively integrate serious games into their educational settings in order to inspire their own students towards the content they are providing in their classrooms. In the past few years, the surge in the interest in using mobile devices in the classroom has followed a similar track to that of console games, perhaps because their constructs appear to mirror those found in those console-based games. These similarities go beyond the coincidental fact that many of the most popular mobile apps also happen to follow game-like patterns. For this reason, the authors suggest that the need exists to examine the educational validity of the instructional apps that are being downloaded onto mobile devices using the same rationale that was previously extended in earlier studies. Using this premise, the researchers based their hypothesis that mobile apps can offer a unique and facile means to “gamify” a classroom. Based on a review of the current state of affairs in commercial off-the-shelf (OTS) apps, there may be too many on the market that profess to be “educational” when, in fact, they do little to actually support acquiring content knowledge. The authors suggest that this possible overabundance has contributed to the need to create a means for game designers to properly and accurately evaluate in a formative way what contributions their games would potentially make to education and training. The current study focuses both evaluating the value of using RETAIN for app designers to formatively assess their potential constructs and to inform educators as to which apps best meet the instructional and student learning needs once those apps enter the market.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2

Similar content being viewed by others

References

  • Atkins, D.E, Brown, J.S., & Hammonds, A.L. (2007). A review of the Open Educational Resources (OER) movement: achievements, challenges, and new opportunities. Creative Commons Attribution. Retrieved: March 1, 2017 from: https://pdfs.semanticscholar.org/8d16/858268c5c15496aac6c880f9f50afd9640b2.pdf.

  • Bloom, B. S. (1956). Taxonomy of educational objectives, handbook I: the cognitive domain. New York: David McKay Co, Inc..

    Google Scholar 

  • Campbell, L.O., Gunter, G., & Braga, J. (2015a). Utilizing the RETAIN model to evaluate mobile learning applications. In proceedings of society for information technology & teacher education international conference 2015 (pp. 670–674). Chesapeake: Association for the Advancement of Computing in Education (AACE).

  • Campbell, L.O., Gunter, G., & Kenny, R. (2015b). The gamification of mobile learning evaluated by the RETAIN model. Association for educational communication and technology, 2015. Accelerate Learning: Racing into the future, conference, Indianapolis, Indiana, November 3–7, 2015.

  • Creswell, J. W. (2015). A concise introduction to mixed methods research. Los Angeles: Sage.

    Google Scholar 

  • Crompton, H. (2013). A historical overview of mobile learning: towards learner-center education. In Berge & Muilenburg (Eds.), Handbook of mobile learning. New York: Routledge.

    Google Scholar 

  • Dominguez, A., Saenz-De-Navarrete, J., De-Marcos, L., Fernández-Sanz, L., Pages, C., Martinez-Herráiz, J.J. (2013). Gamifying learning experiences: practical implications and outcomes. Computers &Education, 63, 380-392.

  • Gagné, R. (1985). The conditions of learning (4th ed.). New York: Holt, Rinehart & Winston.

    Google Scholar 

  • Granic, I., Lobel, A., & Engels, R. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.

  • Gunter, G., Kenny, R., & Vick, E. (2007). Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research & Development, 56(5/6), 511–537.

    Google Scholar 

  • Gunter, G. Campbell, L.O., Braga, J., Racilan, M., Souza, V. (2016). Using the RETAIN Model to evaluate mobile educational games for language learning. Revista Brasileira de Linguistica Aplicada.

  • Hao-feng, Z., Xi-yan, F., & Hai-feng, X. (2010). Research on the design and evaluation of educational games based on the RETAIN model. 2010 3rd International symposium on Knowledge Acquisition & Modeling (KAM), 375. doi:10.1109/KAM.2010.5646186.

  • Havens, K. (2007). Story proof: the science behind the startling power of story. Greenwich: Libraries Unlimited.

    Google Scholar 

  • Jonas-Dwyer, D., Clark, C., Celenza, A., & Siddiqui, Z. S. (2012). Evaluating apps for learning and teaching. International Journal of Emerging Technologies in Learning, 7(4), 54–56.

  • Kayaker, J. (2015). Deeper learning in practice. Edutopia. Retrieved: March 1, 2016, from http://www.edutopia.org/blog/deeper-learning-in-practice-jennifer-kabaker, http://www.online-journals.org/index.php/i-jet/issue/view/135.

  • Keller, J. M. (1983). Motivational design of instruction. In C. M. Reigeluth (Ed.), Instructional design theories and models: an overview of their current status (pp. 383–434). New York: Lawrence Erlbaum.

    Google Scholar 

  • Kenny, R., & Gunter, G. (2011). Factors affecting adoption of video games in the classroom. Journal of Interactive Learning Research, 22(2), 259–276 Chesapeake, VA: AACE.

    Google Scholar 

  • Kenny, R., & McDaniel, R. (2011). The role teachers’ expectations and value assessments play in their adopting and integrating video games into the curriculum. British Journal of Educational Technology, 42(2), 197–213.

    Article  Google Scholar 

  • Madden A., Lenhart, M., Duggan, M, Cortesi, S., Gasser, U. (2013). Teens and technology 2013: main findings. Pew Research. http://www.pewinternet.org/2013/03/13/main-findings-5.

  • Marczewski, A. (2013). Gamification: a simple introduction (p. 46). Amazon Digital Services, Inc.

  • Mayoh, J., & Onwuegbuzie, A. (2015). Toward a conceptualization of mixed methods phenomenological research. Journal of Mixed Method Research, 9(1), 91–107.

    Article  Google Scholar 

  • McKenney, S., & Reeves, T. C. (2012). Conducting educational design research. New York: Routledge.

    Google Scholar 

  • Pellegrino, J. W., & Hilton, M. L. (Eds.). (2012). Developing transferable knowledge and skills in the 21st century. National Academies Press http://www.nap.edu/catalog/13398/education-for-life-and-work-developing-transferable-knowledge-and-skills.

  • Piaget, J. (1969). The mechanisms of perception. London: Rutledge & Kegan Paul.

    Google Scholar 

  • Powell, S. (2014). Choosing iPad apps with a purpose: aligning skills and standards. Teaching Exceptional Children, 47(1), 20–26. doi:10.1177/0040059914542765.

    Article  Google Scholar 

  • Prinsloo, J. W., & Jordaan, D. B. (2014). Selecting serious games for the computer science class. Mediterranean Journal of Social Sciences, 5(21). doi:10.5901/mjss.2014.v5n21p39.

  • Wood, D. C. (2013). Principles of quality costs: financial measures for strategic implementation of quality management (4th ed.). Milwaukee: Quality Press.

    Google Scholar 

  • Zhang, H.F., Fan, X.Y., & Xing, H.F. (2010). Research on the design and evaluation of educational games based on the RETAIN Model. Third international symposium on knowledge acquisition and modeling. p. 375–378.

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Robert F. Kenny.

Electronic Supplementary Material

ESM 1

(DOCX 23 kb)

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Kenny, R.F., Gunter, G.A. & Campbell, L.O. Teachers' Assessment of the Instructional Efficacy of Mobile Apps: a Formative Case Study. J Form Des Learn 1, 56–63 (2017). https://doi.org/10.1007/s41686-017-0003-3

Download citation

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s41686-017-0003-3

Keywords

Navigation