Evaluation of Learning Game Application "Memrise" Using RETAIN Model
Evaluation of Learning Game Application "Memrise" Using RETAIN Model
Evaluation of Learning Game Application "Memrise" Using RETAIN Model
Written by:
NAFRIANTI
1212817023
2018
TABLE OF CONTENTS
CHAPTER 1
1.1 Background of Research ...............................................................................
1.2 Problem of Research .....................................................................................
1.3 Purpose of Research ......................................................................................
1.4 Significance of Research...............................................................................
CHAPTER 2 Literature Review
2.1 Mobile Learning Apps ..................................................................................
2.2 Learning Games in Apps...............................................................................
2.3 English Learning Apps..................................................................................
2.3.1Top 5 Popular English Learning Apps in Google Play Store .....................
2.3.2Criteria for English-Learning Apps ............................................................
2.4 Language Acquisition Theories and Learning-games Apps .........................
2.5 Evaluating Online Learning ..........................................................................
2.6 RETAIN Model .............................................................................................
2.7 Previous Studies ............................................................................................
CHAPTER 3
3.1 Method ..........................................................................................................
3.2 Design ...........................................................................................................
3.3 Source of Data ...............................................................................................
3.4 Data ...............................................................................................................
3.5 Instrument .....................................................................................................
3.6 Technique of Data Collection .......................................................................
REFERENCES
CHAPTER 1
INTRODUCTION
1. Memrise app
Memrise is a user-generated learning platform which uses flashcards as memory
aids. It specialises in language learning, but also offers content on a wide range of other
subjects. Memrise has more than 150 language courses across 25 languages. The app has
over 20 million registered users. Memrise has been profitable since late
2016(Wikipedia.org).
The google play has been listed some information about memrise app:
a. Learn new words: The app will prompt you to learn new words which you
haven’t covered in the course yet.
b. Review words: You can review previously learned words through two modes:
a timed review mode called classic review and a gamified mode called speed
review.
c. Listen to pronunciation: Every time you pick a word, an automated voice will
play the correct pronunciation (this might not apply for all courses).
In the Pro version you can have access to other features like learning difficult
words, watching videos of other users talking in their native languages, and other features
like in-depth lessons using chatbots. On May 2017, Memrise was named as the overall
Best App winner of the second edition of the Google Play awards. The Awards celebrate
achievements of the developer community across the globe over the past year and
recognise the best apps and games covering twelve categories. Selected by a panel of
experts, the winners are evaluated on quality, innovation, and major launches or updates
over the past year. Not only in 2017, this app also was chosen as the best app for learning
language in 2016. There's a limited free version and a Pro version for $8.99/month
($59.99/year).
To begin using MEMRISE: LEARN LANGUAGES, choose a language and learn
about the background storyline of "protecting the diversity of languages in the
'Multiverse' from the evil Uniformis Front." After listening to a few words, you'll see a
multiple-choice screen on which you must choose the correct word in the language you're
learning to match the English word. Tap on the audio symbol to hear the word again on
any page. Continue this process through other screens that reinforce the words, including
video questions. Once you learn a certain number of words, you'll see your progress page.
Then you'll see the message "Next Up, Learn New Words." Tap on the right arrow to
begin the new words in the same learning process as the first group. Set the alarm so it
will remind you of your scheduled practice time daily.
This app uses a repetitive training method to build vocabulary in a new language
(or many new languages) in fun, easy ways. Memrise: learn languages uses audio and
video of native language speakers to help users learn basic vocabulary. Some of the first
words and phrases that users learn are "hello," "let's go," "bottom's up!," and "yes."
Though the background narrative isn't central to the overall learning, it assists in tracking
levels in a fun way and keeps a theme going. The Pro version may be useful for app users
who have moved beyond the basic levels and are seriously committed to learning the
chosen language(s).
2. Learn 33 languages
4. Busuu
The app does not offer all the functions and material that can be found on the
website but the material is none the less substantial and covers 150 topics related to
everyday life. The material is designed for beginners to advanced intermediate learners
(A1-B2) and includes 3000 words and key phrases.
5. Duolinggo
Evaluating online learning is not different from assessing any other type of education
program. However, there are some challenges that may be face by evaluator when do assessing
an online learning (Horn:2008). Some unanticipated challenges come up when evaluators try to
investigate more about application. The problems may encounter like to the distance between
program sites and students, participants’ unfamiliarity with the technology being used, and lack
of relevant evaluation tools.
Online learning resources sometimes offer participants a wide range of learning
experiences. The applications offer some features for students or teachers with diverse interest.
The implication from diversity is evaluators can be dilemma finding effectiveness. Several
recurring themes can be found in the featured evaluations, as well as in the research and
comments from experts in the field of online learning (Horn:2008)
• Begin with a clear vision for the evaluation. Determine what you want the
evaluation to accomplish and what questions you hope to answer.
• Determine the most appropriate evaluation methods for meeting your goals.
Consider the different types of evaluations and the costs and benefits of each. What type
of evaluation is appropriate given your stated purpose? What research methods will best
capture program effects?
• Budget to meet evaluation needs. Limited budgets are a common barrier to
evaluators. When designing evaluations, consider whether there are available funds to
cover all planned data collection and analysis activities, plus the costs of any needed
background research, internal communications and reporting, and incentives for study
participants.
• Develop a program culture that supports evaluation. Discuss evaluation with
staff members, clearly explaining its value and their roles in collecting and analyzing
data.
• Communicate early and often with anyone who will be affected by the
evaluation
2.6 RETAIN model
Gunter, Kenny, and Vick(2007) proposed the design and evaluation model of educational
games, RETAIN. The design consists of six elements relevance, embedding, transfer, adaptation,
immersion, and naturalization. The model based on game and instructional design. This design
reflect Bloom’s concept of the nature of knowledge acquisition and question construction and
also the rubric combines Piagets’s thoughts. Each of element of RETAIN provides A frame of a
learning game’s strengths and weaknesses(Gunter et all:2016).
a. Relevance
Learning activities should be related to learner’s existing knowledge (Gunter,et
all:2007). Learning materials presented should be relevant to the needs of learning
style of learners. Educational games should create realistic learning contexts for
learners. The context should be familiar with it. It should be able to stimulate
learner’s interest, motivation and emotional responses
b. Embedding
The learning games consist of gameplay and learning strategies, in which
knowledge exploration and game are going at the same time (Gunter et all:2007).
The fantasy concept is a core element when designing a game. Learning content
should be integration of content and story. Learning goals should be divided into
sub goals at all levels, going from from simple to complex throughout the game
c. Transfer
The game should cause a circumstance in which the targeted knowledge is
transferred to similar or new situations and players can assimilate and
accommodate it. The learning of the targeted content should make the players
effective users of knowledge. In learning cycle, transfer and adaptation are closely
coupled. In game situations, learners may encounter similar problems to solve in
new contexts, which require them to reapply learned knowledge in variety of
forms.
d. Adaptation
Adaptation is a follow-on concept to transfer, which is from Piaget's ideas on
cognitive structural development. Learners develop their cognitive structure and
skills through the process of assimilation and accommodation. In the usual sense,
the individual's cognitive processes are the balance of both. However, in real
world, individuals need to learn and adapt continuously, in which the both are
imbalance. Games can be used to balance them. Game is an adaptation activity
that an individual is doing in order to achieve the cognitive balance between
assimilation and accommodation.
e. Immersion
In the context of the game, that is, learning situation, immersion can be measured
hierarchically from a simple interaction to being fully engaged to an intellectual
investing(Gunter et all:2007). Skills and challenges are two important factors,
which must be in balance and drive oneself towards higher and more complex
level. If one can meet the following conditions: skills with the appropriate
difficulty; clear task objectives; fully concentrate and timely feedback, learners
can filter out all irrelevant perception and be fully engaged to an intellectual
investing when complete the task. The immersion experience will be helpful to
follow-on study.
f. Naturalization
Naturalization is from Bloom's psychomotor taxonomy and related to the concept
of automaticity and spontaneous knowledge. Learners can use existing knowledge
habitually and don't need to devote mental resources. So learners can devote
cognitive effort to high level thinking skills. The design of educational games
should be truly engaging, motivating, and immersing so learners can be immersed
in the fantasy and willing to play game repeatedly(Gunter et all:2007). As a result,
automaticity is developed. According to Vygotsky's "the Zone of Proximal
Development" and John Sweller's "Cognitive Load Theory", the more naturalized
the knowledge, the easier learners use knowledge in new situations.
Category 1: Relevance
Explanation: Learning material and its presentation should be relevant to the learner and
instructional units must be relevant to each other
Level 0 Little stimulus for learning
Level 1 Limited educational focus, some irrelevant content
Level 2 Learning objectives are defined, interest is created
Level 3 Game is relevant to learners and challenges or adequate for learning
Category 2: Embedding
Explanation: how close the academic content is coupled with the fantasy/story
Level 0 Learning content disrupts play
Level 1 Learning is exogenous to fantasy context (learning is “outside” the fantasy
context)
Level 2 Includes intellectual challenge and problems
Level 3 Content is endogenous to fantasy and fully involves learner
Category 3: Transfer
Explanation: The transfer of knowledge from one level to another
Level 0 No levels of challenge mapped to objectives
Level 1 Levels of challenge are too similar, some useful content
Level 2 Easy progress through levels through active problem solving. Higher level
knowledge should be
transferable
Level 3 Authentic real life situations and after action reviews
Category 4: Adaptation
Explanation: Refers to learners being forced to change or create new knowledge to deal with
something that does not fit existing ideas and understanding
Level 0 Fails to engage in interactive, unstructured information
Level 1 Builds upon existing cognitive structures, engages in cognitive conflict
Level 2 Learners are encouraged to go beyond given information. Old schemas are
identified and adapted
to new situations
Level 3 Learning becomes an active process that integrates prior knowledge
Category 5: Immersion
Explanation: the learners intellectual investment in the context of the game
Level 0 No formative feedback, little active participation
Level 1 Elements of play are not in sync with learning objectives, players do not feel
fully interactive
Level 2 Learners are involved cognitively, physically and emotionally
Level 3 Favours belief creation and includes opportunities for reciprocal action
Category 6: Naturalisation
Explanation: how well learners develop automated or spontaneous use of information
Level 0 Little opportunity for mastery of facts and skills
Level 1 Replay is encouraged to improve speed of processing
Level 2 Encourages synthesis of elements and judgments
Level 3 Learners become efficient content users and spontaneously use acquired
knowledge
Table 2. Summary of RETAIN rubric (Gunter et al.,2007)
For the second weighting, the aspects are ordered from the least to the most important.
These aspects are relevance, immersion, embedding, adaption, transfer and naturalisation. In this
case, points are awarded as more proof of that element’s construct is present, according to the
specifications provided in the specific cell of Table 2. The weighting chart is shown in Table 3.
Order of importance Level 0 Level 1 Level 2 Level 3
Relevance 1 0 1 2 3
Embedding 2 0 3 6 9
Transfer 3 0 5 10 15
Adaptation 4 0 4 8 12
Immersion 5 0 2 4 6
Naturalization 6 0 6 12 18
Table 3: RETAIN weighting chart (Gunter et all:2007)
3.1 Method
This research will be conducted by using quantitative method. As Harwood (2010)
explains, quantitative analysis of materials involves identifying content categories and
calculating the percentage of space devoted to each category. Features of app were qualitatively
analysed and noted down.
3.2 Design
This research will be used content analysis as the research design for analyzing because it
could most effectively review the result of evaluation and also learning theories inside of
memrise application.Weber (1990) indicates that “Content analysis is a research method that
uses a set of procedures to make valid inferences from text”. As simple as that may sound, it
must be noted that content analysis includes a wide range of techniques and applications in the
social sciences
3.4 Data
The data from this research is the content from the application itself and also theories
which are underpinned that used in presenting materials in app.
3.5 Instrument
The instrument for this research will be taken a rubric which proposed by Gunter et all
(2007), RETAIN rubric model. The validity and reliability have already checked by previous
researchers since the instrument will be adopted by the current researcher. The scale that will be
used is weighting scale that has already decided by Gunter et all(2007).
3.6 Technique of Data Collection
The data in this research will be collected by reading, observing and identifying directly the
memrise application. The process of data collection will be conducted through direct observation
and identification of the content because they were directly visible and objectively identifiable.
All sample data in descriptive study are mainly collected by reading, analyzing, identifying and
presenting systematically
An analysing data of memrise application the writer used the data collected from memrise
application, and the rubric assessment from Gunter et all(2007) RETAIN model, the analysis will
be done using these following steps:
1) Comparing the material presented in the application with the category of required
characteristic of an application by rubric assessment from RETAIN model,
2) Evaluating material in the application “Memrise” by giving score in respected category listed
in the rubric assessment and also evaluate based on some learning theories
3) Interpreted the data gained from the process of evaluation.
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