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MOBİL DİL ÖĞRENME UYGULAMALARINDA KULLANILABİLİRLİK VE KULLANICI DENEYİMİNİN İNCELENMESİ: BUSUU, DUOLINGO, MEMRISE

Year 2024, Volume: 14 Issue: 4, 840 - 855, 01.10.2024
https://doi.org/10.7456/tojdac.1510008

Abstract

Bu çalışma, mobil dil öğrenme uygulamalarının kullanılabilirlik ve kullanıcı deneyiminin öğrenme süreci üzerindeki etkilerini üç popüler uygulama olan Busuu, Duolingo ve Memrise'ı değerlendirerek araştırmaktadır. Veriler kullanıcı görüşmeleri ve günlük yöntemi ile toplanmıştır. Sesli düşünme yöntemi yardımıyla kullanıcı görüşmeleri gerçekleştirilmiş ve buna ek olarak araştırmacı her üç uygulamayı da 10 gün boyunca deneyerek günlük tutmuştur. Bu çalışma çerçevesinde Nielsen'in Sezgisel Yöntemleri ve bu sezgisel yöntemlerin uyarlanmış bir versiyonu kullanılmıştır. Araştırmacının günlükleri sezgisel yöntemlerin yardımıyla kodlanmıştır. Bulgular, kullanıcı deneyimi ile mobil dil öğrenme uygulamalarının verimliliği arasındaki güçlü bağlantıyı vurgulamaktadır. Sonuçlar, sezgisel yöntemlerin uyarlanmış versiyonunun bile eksiklikleri olduğunu ve gelecekteki araştırmalar için geliştirilmesi gerektiğini göstermektedir. Sonuç olarak, ileriki çalışmalarda kullanıcı deneyiminin farklı uygulama kullanım aşamaları için ayrı ayrı değerlendirilmesi önerilmektedir.

Ethical Statement

Bu çalışmanın Marmara Üniversitesi Sosyal Bilimler Araştırma Etik Kurulu tarafından incelenmiş 2023-13 /01 No'lu, 05.06.2023 tarihli kararla onaylanmıştır.

Supporting Institution

Bu çalışma Türkiye Bilimsel ve Teknolojik Araştırma Kurumu (TÜBİTAK) 1002-A Destek Programı kapsamında, 123K358 no'lu hibe ile desteklenmiştir.

References

  • Ahmad Faudzi, M. C. (2023). Investigating the user interface design frameworks of current mobile learning applications: A systematic review. Education Sciences, 13(1), 94-118.
  • Al-Sabbagh, K., Bradley, L., & Bartram, L. (2019). Mobile language learning applications for Arabic speaking migrants–a usability perspective. Language Learning in Higher Education, 9(1), 71-95.
  • Ardito, C., Costabile, M. F., Marsico, M. D., Lanzilotti, R., Levialdi, S., Roselli, T., & Rossano, V. (2006). An approach to usability evaluation of e-learning applications. Universal Access In The Information Society, 4(3), 270–283. doi:10.1007/s10209-005-0
  • Benyon, D. (2019). Designing user experience. Pearson UK.
  • Burston, J. (2014). MALL: The pedagogical challenges. Computer Assisted Language Learning, 27(4), 344-357.
  • Carraher Wolverton, C., & Guidry Hollier, B. (2019). A minimalist design for distance learning. International journal of educational management, 33(7), 1457-1465.
  • Cotton, D., & Gresty, K. (2006). Reflecting on the think-aloud method for evaluating e-learning. British Journal of Educational Technology, 37(1), 45-54. doi:10.1111/j.1467-8535.2005.00521.x
  • Díaz Arévalo, D. (2022). Gamification strategy and its impact in the English learning vocabulary. Master's thesis. La Libertad: Universidad Estatal Península de Santa Elena.
  • Falk, S., Götz, S., Zeyer, T., Stuhlmann, S., & Jones, R. (2016). Interactivity in language learning applications: a case study based on duolingo. Interaktivität beim Fremdsprachenlehren und-lernen mit digitalen Medien: Hit oder Hype, 237-258.
  • Godwin-Jones, R. (2017). Smartphones and language learning. Language Learning & Technology, 21(2), 3-17.
  • Granić, A., & Ćukušić, M. (2011). Usability testing and expert inspections complemented by educational evaluation: A case study of an e-learning platform. ournal of Educational Technology & Society, 14(2), 107-123.
  • Hamel, M. (2012). Testing aspects of the usability of an online learner dictionary prototype: A product-and process-oriented study. Computer Assisted Language Learning, 25(4), 339-365.
  • Hanington, B. M. (2007). Generative research in design education. International Association of Societies of Design Research2007: Emerging Trends in Design Research, (s. 12-15). Hong Kong.
  • Hartson, R., & Pyla, P. S. (2018). The UX book: Agile UX design for a quality user experience. Cambridge, US: Morgan Kaufmann.
  • Hassenzahl, M., Burmester, M., & Koller, F. (2021). User experience is all there is: twenty years of designing positive experiences and meaningful technology. i-com, 20(3), 197-213.
  • Hermawati, S., & Lawson, G. (2016). Establishing usability heuristics for heuristics evaluation in a specific domain: Is there a consensus. Applied Ergonomics, 56, 34-51.
  • International Organization for Standardization. (2018). Ergonomics of human-system interaction- Part 11: Usability: Definitions and concepts (ISO Standard No. 9241).
  • Ironsi, C. (2022). Google Meet as a synchronous language learning tool for emergency online distant learning during the COVID-19 pandemic: Perceptions of language instructors and preservice teachers. Journal of Applied Research in Higher Education, 14(2), 640-659.
  • Ishaq, K. R. (2020). Usability and design issues of mobile assisted language learning application. International Journal of Advanced Computer Science and Applications, 11(8), 86-94.
  • Ishaq, K., Rosdi, F., Zin, N. A., & Abid, A. (2021). Heuristic and think aloud method to evaluate the low fidelity prototype of game-based language learning application. 2021 International Conference on Innovative Computing (ICIC) (s. 1-10). Lahore: IEEE.
  • Jamaldeen, F. F., Hewagamage, K. P., & Ekanayaka, Y. (2018). Design guidelines for creating mobile language learning applications. International Journal of Interactive Mobile Technologies, 12(3), 52-74.
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
  • Karapanos, E., Gerken, J., Kjeldskov, J., & Skov, M. B. (2021). Introduction to “advances in longitudinal hci research”. Advances in Longitudinal HCI Research (s. 1-7). içinde Springer. doi:10.1007/978-3-030-67322-2_1
  • Kumar, B. A., & Goundar, M. S. (2019). Usability heuristics for mobile learning applications. Education and Information Technologies, 24, 1819-1833. doi:10.1007/s10639-019-09860-z
  • Kumar, B. A., Goundar, M. S., & Chand, S. S. (2020). A framework for heuristic evaluation of mobile learning applications. Education and Information Technologies, 25, 3189-3204.
  • Lallemand, C. (2012). Dear diary: Using diaries to study user experience. User Experience Magazine. https://uxpamagazine.org/dear-diary-using-diaries-to-study-user-experience/ adresinden alındı
  • Lewis, C. (1982). Using the" thinking-aloud" method in cognitive interface design . Yorktown Heights, NY: IBM TJ Watson Research Center.
  • Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019). Mobile-assisted language learning: a duolingo case study. ReCALL, 31(3), 293-311.
  • Martin, B., & Hanington, B. (2012). Universal methods of design: 100 ways to research complex problems, develop innovative ideas, and design Effective Solutions. Rockport Publishers .
  • Mirzaei, S., Wilkinson, B., & Wyra, M. (2018). Usability testing of VLASTA: a vocabulary learning and strategy teaching app. IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), (s. 685-689).
  • Nielsen, J. (1994). Usability engineering. Morgan Kaufmann.
  • Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. Proceedings of the SIGCHI conference on Human factors in computing systems, (s. 249-256).
  • Perea, P., & Giner, P. (2017). UX design for mobile. Packt Publishing Ltd.
  • Rachels, J., & Rockinson-Szapkiw, A. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 32(1-2), 72-89.
  • Rao Naidu, V., Srinivas, S., Al Raisi, M., & Dattana, V. (2020). Evaluation of hypermedia tools in terms of usability heuristics for English language teaching. Arab World English Journal (AWEJ) Proceedings of 2nd MEC TESOL Conference, (s. 133-149).
  • Rose, H. (2019). Diaries and journals: Collecting insider perspectives in second language research. The Routledge handbook of research methods in applied linguistics (s. 348-359). içinde Routledge.
  • Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2018). Designing the user interface: Strategies for effective human-computer interaction. Pearson.
  • Shortt, M., Tilak, S., Kuznetcova, I., & Martens, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517-554.
  • Simmons, N. (2018). Axial coding. M. Allen (Dü.) içinde, The SAGE Encyclopedia of Communication Research Methods (s. 80-81). SAGE publications.
  • Tundjungsari, V. (2020). Mobile learning design using gamification for teaching and learning in algorithms and programming language. he Challenges of the Digital Transformation in Education: Proceedings of the 21st International Conference on Interactive Collaborative Learning (ICL2018)-Volume 1 (s. 650-661). Springer International Publishing.
  • Udjaja, Y. (2018). Gamification assisted language learning for japanese language using expert point cloud recognizer. International Journal of Computer Games Technology(1), 9085179.
  • Vlasenko, K. V., Lovianova, I. V., Volkov, S. V., Sitak, I. V., Chumak, O. O., Krasnoshchok, A. V., . . . Semerikov, S. (2022). UI/UX design of educational on-line courses. CTE Workshop Proceedings, (s. 184-199).
  • Vollstedt, M., & Rezat, S. (2019). An introduction to grounded theory with a special focus on axial coding and the coding paradigm. G. Kaiser, & N. Presmeg (Dü) içinde, Compendium for early career researchers in mathematics education (Cilt 13, s. 81-100). Springer International Publishing.
  • Weichbroth, P. (2020). Usability of mobile applications: a systematic literature study. IEEE Access, 8, 55563-55577.
  • Wong, S. K., Nguyen, T. T., Chang, E., & Jayaratna, N. (2003). Usability metrics for e-learning. On The Move to Meaningful Internet Systems 2003: OTM 2003 Workshops: OTM Confederated International Workshops, HCI-SWWA, IPW, JTRES, WORM, WMS, and WRSM 2003, Catania, Sicily, Italy, November 3-7 (s. 235-252)). Springer Berlin Heidelberg.
  • Zaharias, P., & Poylymenakou, A. (2009). Developing a usability evaluation method for e-learning applications: Beyond functional usability. Intl. Journal of Human–Computer Interaction, 25(1), 75-98.

INVESTIGATION OF THE USABILITY AND USER EXPERIENCE OF MOBILE LANGUAGE LEARNING APPLICATIONS: BUSUU, DUOLINGO, AND MEMRISE

Year 2024, Volume: 14 Issue: 4, 840 - 855, 01.10.2024
https://doi.org/10.7456/tojdac.1510008

Abstract

This study explores the effects of usability and user experience of mobile language learning applications on learning process by evaluating three popular applications Busuu, Duolingo, and Memrise. The data were collected by user interviews and the diary method. With the help of the think-aloud method, user interviews were actualized, and in addition to that the researcher kept a diary by trying all three applications for 10 days. Nielsen’s Heuristics and an adapted version of these heuristics were used within the framework of this study. The researcher's diaries were coded with the help of heuristics. Findings emphasize the strong connection between the user experience and mobile language learning applications’ efficiency. Results indicate that even the adapted version of heuristics has shortages, and it is needed to be developed for future researches. As a result, investigation of user experience is recommended to be evaluated separately for the different phases of application usage in further studies.

Ethical Statement

This study was reviewed by the Marmara University Social Sciences Research Ethics Committee and approved by the decision dated 05.06.2023, No. 2023-13 /01.

Supporting Institution

This study was supported by the Scientific and Technological Research Council of Turkey (TUBITAK) Short Term R&D Funding Program 1002-A, Grant No 123K358.

References

  • Ahmad Faudzi, M. C. (2023). Investigating the user interface design frameworks of current mobile learning applications: A systematic review. Education Sciences, 13(1), 94-118.
  • Al-Sabbagh, K., Bradley, L., & Bartram, L. (2019). Mobile language learning applications for Arabic speaking migrants–a usability perspective. Language Learning in Higher Education, 9(1), 71-95.
  • Ardito, C., Costabile, M. F., Marsico, M. D., Lanzilotti, R., Levialdi, S., Roselli, T., & Rossano, V. (2006). An approach to usability evaluation of e-learning applications. Universal Access In The Information Society, 4(3), 270–283. doi:10.1007/s10209-005-0
  • Benyon, D. (2019). Designing user experience. Pearson UK.
  • Burston, J. (2014). MALL: The pedagogical challenges. Computer Assisted Language Learning, 27(4), 344-357.
  • Carraher Wolverton, C., & Guidry Hollier, B. (2019). A minimalist design for distance learning. International journal of educational management, 33(7), 1457-1465.
  • Cotton, D., & Gresty, K. (2006). Reflecting on the think-aloud method for evaluating e-learning. British Journal of Educational Technology, 37(1), 45-54. doi:10.1111/j.1467-8535.2005.00521.x
  • Díaz Arévalo, D. (2022). Gamification strategy and its impact in the English learning vocabulary. Master's thesis. La Libertad: Universidad Estatal Península de Santa Elena.
  • Falk, S., Götz, S., Zeyer, T., Stuhlmann, S., & Jones, R. (2016). Interactivity in language learning applications: a case study based on duolingo. Interaktivität beim Fremdsprachenlehren und-lernen mit digitalen Medien: Hit oder Hype, 237-258.
  • Godwin-Jones, R. (2017). Smartphones and language learning. Language Learning & Technology, 21(2), 3-17.
  • Granić, A., & Ćukušić, M. (2011). Usability testing and expert inspections complemented by educational evaluation: A case study of an e-learning platform. ournal of Educational Technology & Society, 14(2), 107-123.
  • Hamel, M. (2012). Testing aspects of the usability of an online learner dictionary prototype: A product-and process-oriented study. Computer Assisted Language Learning, 25(4), 339-365.
  • Hanington, B. M. (2007). Generative research in design education. International Association of Societies of Design Research2007: Emerging Trends in Design Research, (s. 12-15). Hong Kong.
  • Hartson, R., & Pyla, P. S. (2018). The UX book: Agile UX design for a quality user experience. Cambridge, US: Morgan Kaufmann.
  • Hassenzahl, M., Burmester, M., & Koller, F. (2021). User experience is all there is: twenty years of designing positive experiences and meaningful technology. i-com, 20(3), 197-213.
  • Hermawati, S., & Lawson, G. (2016). Establishing usability heuristics for heuristics evaluation in a specific domain: Is there a consensus. Applied Ergonomics, 56, 34-51.
  • International Organization for Standardization. (2018). Ergonomics of human-system interaction- Part 11: Usability: Definitions and concepts (ISO Standard No. 9241).
  • Ironsi, C. (2022). Google Meet as a synchronous language learning tool for emergency online distant learning during the COVID-19 pandemic: Perceptions of language instructors and preservice teachers. Journal of Applied Research in Higher Education, 14(2), 640-659.
  • Ishaq, K. R. (2020). Usability and design issues of mobile assisted language learning application. International Journal of Advanced Computer Science and Applications, 11(8), 86-94.
  • Ishaq, K., Rosdi, F., Zin, N. A., & Abid, A. (2021). Heuristic and think aloud method to evaluate the low fidelity prototype of game-based language learning application. 2021 International Conference on Innovative Computing (ICIC) (s. 1-10). Lahore: IEEE.
  • Jamaldeen, F. F., Hewagamage, K. P., & Ekanayaka, Y. (2018). Design guidelines for creating mobile language learning applications. International Journal of Interactive Mobile Technologies, 12(3), 52-74.
  • Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. John Wiley & Sons.
  • Karapanos, E., Gerken, J., Kjeldskov, J., & Skov, M. B. (2021). Introduction to “advances in longitudinal hci research”. Advances in Longitudinal HCI Research (s. 1-7). içinde Springer. doi:10.1007/978-3-030-67322-2_1
  • Kumar, B. A., & Goundar, M. S. (2019). Usability heuristics for mobile learning applications. Education and Information Technologies, 24, 1819-1833. doi:10.1007/s10639-019-09860-z
  • Kumar, B. A., Goundar, M. S., & Chand, S. S. (2020). A framework for heuristic evaluation of mobile learning applications. Education and Information Technologies, 25, 3189-3204.
  • Lallemand, C. (2012). Dear diary: Using diaries to study user experience. User Experience Magazine. https://uxpamagazine.org/dear-diary-using-diaries-to-study-user-experience/ adresinden alındı
  • Lewis, C. (1982). Using the" thinking-aloud" method in cognitive interface design . Yorktown Heights, NY: IBM TJ Watson Research Center.
  • Loewen, S., Crowther, D., Isbell, D. R., Kim, K. M., Maloney, J., Miller, Z. F., & Rawal, H. (2019). Mobile-assisted language learning: a duolingo case study. ReCALL, 31(3), 293-311.
  • Martin, B., & Hanington, B. (2012). Universal methods of design: 100 ways to research complex problems, develop innovative ideas, and design Effective Solutions. Rockport Publishers .
  • Mirzaei, S., Wilkinson, B., & Wyra, M. (2018). Usability testing of VLASTA: a vocabulary learning and strategy teaching app. IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), (s. 685-689).
  • Nielsen, J. (1994). Usability engineering. Morgan Kaufmann.
  • Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. Proceedings of the SIGCHI conference on Human factors in computing systems, (s. 249-256).
  • Perea, P., & Giner, P. (2017). UX design for mobile. Packt Publishing Ltd.
  • Rachels, J., & Rockinson-Szapkiw, A. (2018). The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy. Computer Assisted Language Learning, 32(1-2), 72-89.
  • Rao Naidu, V., Srinivas, S., Al Raisi, M., & Dattana, V. (2020). Evaluation of hypermedia tools in terms of usability heuristics for English language teaching. Arab World English Journal (AWEJ) Proceedings of 2nd MEC TESOL Conference, (s. 133-149).
  • Rose, H. (2019). Diaries and journals: Collecting insider perspectives in second language research. The Routledge handbook of research methods in applied linguistics (s. 348-359). içinde Routledge.
  • Shneiderman, B., Plaisant, C., Cohen, M., Jacobs, S., Elmqvist, N., & Diakopoulos, N. (2018). Designing the user interface: Strategies for effective human-computer interaction. Pearson.
  • Shortt, M., Tilak, S., Kuznetcova, I., & Martens, B. (2023). Gamification in mobile-assisted language learning: A systematic review of Duolingo literature from public release of 2012 to early 2020. Computer Assisted Language Learning, 36(3), 517-554.
  • Simmons, N. (2018). Axial coding. M. Allen (Dü.) içinde, The SAGE Encyclopedia of Communication Research Methods (s. 80-81). SAGE publications.
  • Tundjungsari, V. (2020). Mobile learning design using gamification for teaching and learning in algorithms and programming language. he Challenges of the Digital Transformation in Education: Proceedings of the 21st International Conference on Interactive Collaborative Learning (ICL2018)-Volume 1 (s. 650-661). Springer International Publishing.
  • Udjaja, Y. (2018). Gamification assisted language learning for japanese language using expert point cloud recognizer. International Journal of Computer Games Technology(1), 9085179.
  • Vlasenko, K. V., Lovianova, I. V., Volkov, S. V., Sitak, I. V., Chumak, O. O., Krasnoshchok, A. V., . . . Semerikov, S. (2022). UI/UX design of educational on-line courses. CTE Workshop Proceedings, (s. 184-199).
  • Vollstedt, M., & Rezat, S. (2019). An introduction to grounded theory with a special focus on axial coding and the coding paradigm. G. Kaiser, & N. Presmeg (Dü) içinde, Compendium for early career researchers in mathematics education (Cilt 13, s. 81-100). Springer International Publishing.
  • Weichbroth, P. (2020). Usability of mobile applications: a systematic literature study. IEEE Access, 8, 55563-55577.
  • Wong, S. K., Nguyen, T. T., Chang, E., & Jayaratna, N. (2003). Usability metrics for e-learning. On The Move to Meaningful Internet Systems 2003: OTM 2003 Workshops: OTM Confederated International Workshops, HCI-SWWA, IPW, JTRES, WORM, WMS, and WRSM 2003, Catania, Sicily, Italy, November 3-7 (s. 235-252)). Springer Berlin Heidelberg.
  • Zaharias, P., & Poylymenakou, A. (2009). Developing a usability evaluation method for e-learning applications: Beyond functional usability. Intl. Journal of Human–Computer Interaction, 25(1), 75-98.
There are 46 citations in total.

Details

Primary Language English
Subjects Visual Communication Design (Other)
Journal Section RESEARCH ARTICLES
Authors

Ozan Soyupak 0000-0003-4316-1712

Haluk İpek 0009-0005-1020-7990

Early Pub Date September 21, 2024
Publication Date October 1, 2024
Submission Date July 3, 2024
Acceptance Date September 18, 2024
Published in Issue Year 2024 Volume: 14 Issue: 4

Cite

APA Soyupak, O., & İpek, H. (2024). INVESTIGATION OF THE USABILITY AND USER EXPERIENCE OF MOBILE LANGUAGE LEARNING APPLICATIONS: BUSUU, DUOLINGO, AND MEMRISE. Turkish Online Journal of Design Art and Communication, 14(4), 840-855. https://doi.org/10.7456/tojdac.1510008


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