The unprecedented rise of mobile technologies has sparked a growing academic interest with numerous research publications on mobile-assisted language learning (MALL). Motivated by the possibility of creating portable, connective, context-sensitive, location-aware, multifunctional and ubiquitous learning environments, the use of MALL, e.g., smartphones, tablets, and other portable tools, has to date been proven to be useful to develop foreign/second language (FL/L2) learners’ language skills. Using MALL, learners can overcome the spatial and temporal barriers with low-cost and high-quality personalized education, obtain flexible learning experiences and learning materials from anywhere and at any time, while actively engaged in self-paced or collaborative learning activities.
While the technological affordances of MALL have been widely acknowledged, insufficient effort has been made to investigate its recent developments, affordances, and solutions, including social, contextualized, and gamified affordances, interactive elements (feedback and collaborative learning), perceptions, implications, and novel technologies in the area of MALL. To fill the gaps, this research topic calls for original manuscripts describing the latest developments, affordances, and solutions in social, contextualized, and gamified MALL.
Topics of interest include, but are not limited to:
1. MALL for four skills (speaking/writing/reading/listening) development
2. Social affordances of MALL
3. Contextualized affordances of MALL
4. Gamified affordances of MALL
5. Personalized or adaptive affordances of MALL
6. Teachers’ and learners’ perceptions of MALL use
7. Collaborative learning experience of MALL use
8. Practical, pedagogical, or theoretical implications of MALL
9. State-of-the-art technologies for MALL
10. Virtual, augmented, and mixed reality and MALL
11. MALL devices as learning platforms
12. MALL and wearable devices
13. MALL and digital assistants
14. MALL for non-traditional students and immigrants
15. MALL and authentic learning environments
The unprecedented rise of mobile technologies has sparked a growing academic interest with numerous research publications on mobile-assisted language learning (MALL). Motivated by the possibility of creating portable, connective, context-sensitive, location-aware, multifunctional and ubiquitous learning environments, the use of MALL, e.g., smartphones, tablets, and other portable tools, has to date been proven to be useful to develop foreign/second language (FL/L2) learners’ language skills. Using MALL, learners can overcome the spatial and temporal barriers with low-cost and high-quality personalized education, obtain flexible learning experiences and learning materials from anywhere and at any time, while actively engaged in self-paced or collaborative learning activities.
While the technological affordances of MALL have been widely acknowledged, insufficient effort has been made to investigate its recent developments, affordances, and solutions, including social, contextualized, and gamified affordances, interactive elements (feedback and collaborative learning), perceptions, implications, and novel technologies in the area of MALL. To fill the gaps, this research topic calls for original manuscripts describing the latest developments, affordances, and solutions in social, contextualized, and gamified MALL.
Topics of interest include, but are not limited to:
1. MALL for four skills (speaking/writing/reading/listening) development
2. Social affordances of MALL
3. Contextualized affordances of MALL
4. Gamified affordances of MALL
5. Personalized or adaptive affordances of MALL
6. Teachers’ and learners’ perceptions of MALL use
7. Collaborative learning experience of MALL use
8. Practical, pedagogical, or theoretical implications of MALL
9. State-of-the-art technologies for MALL
10. Virtual, augmented, and mixed reality and MALL
11. MALL devices as learning platforms
12. MALL and wearable devices
13. MALL and digital assistants
14. MALL for non-traditional students and immigrants
15. MALL and authentic learning environments