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Developing OCEAN: A Gamified Mobile-Assisted Language Learning Application for English Structure Learning among Maritime Student | ||
| Technology Assisted Language Education | ||
| مقالات آماده انتشار، پذیرفته شده، انتشار آنلاین از تاریخ 10 شهریور 1405 اصل مقاله (683.16 K) | ||
| نوع مقاله: Original Article | ||
| شناسه دیجیتال (DOI): 10.22126/tale.2026.14576.1202 | ||
| نویسندگان | ||
| Maxima Ari Saktiono* ؛ Afita Dewi Prastiwi؛ Mohammad Adam Ramadhan Putra Huda | ||
| Marine Mechanical Engineering Technology, Maritime Vocational Faculty, Hangtuah University, Surabaya, Indonesia | ||
| چکیده | ||
| This study developed and preliminarily evaluated OCEAN, a gamified mobile-assisted language learning application designed to support English Structure learning among maritime students. Using a modified Four-D research and development model, the Structure component was tested with 12 Ship Machinery Engineering Technology students in three supervised sessions over approximately one week, with about 45 minutes of application use per session. Performance was measured with an English Structure test administered before and after the sessions with identical items. Perceptions were assessed with a 10-item, five-point Likert questionnaire and analyzed descriptively. Mean scores rose from 64.17 to 81.25, an increase of 17.08 points following exposure to OCEAN, t(11) = 22.99, p < .001, Cohen’s dz = 6.64. This effect size is exceptionally large and should be interpreted cautiously: the one-group design had no control group, test items were identical at both time points, and the sample was small and homogeneous. The increase therefore cannot be attributed to OCEAN alone and may partly reflect testing or practice effects. Students reported highly positive perceptions (overall mean = 4.90 out of 5.00), although the questionnaire was not psychometrically validated. These preliminary findings suggest OCEAN may serve as a supplementary tool for English Structure learning, pending confirmation through controlled larger study samples. | ||
| کلیدواژهها | ||
| Gamified Learning؛ Mobile-assisted Language Learning؛ English Structure؛ Maritime Students؛ OCEAN Application | ||
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