| Literature DB >> 34150997 |
Santiago Criollo-C1, Mayron Lema1, Mario Salvador Gonzalez1, Angel Jaramillo-Alcázar1, Andrea Guerrero-Arias2, Sergio Luján-Mora3.
Abstract
Language is the primordial element for cultural transfer in indigenous communities; if it is not practiced, there is a risk of losing it and with it, a large part of the history of a community. Ecuador is a multicultural and multiethnic country with 18 indigenous peoples. Currently, in this country, some native languages are at risk of disappearing due to factors such as racial discrimination, underestimation of the language, and, above all, the lack of interest and motivation of the new generations to learn this language. Information technologies have made it possible to create mobile applications such as games, dictionaries, and translators that promote the learning of the Kichwa language. However, the acceptance of technology has not been evaluated, nor the intention to involve mobile devices in the process of teaching this language. Subsequently the objective of this work is to explore the acceptance of technology and the use of mobile devices to motivate the learning of the Kichwa language. For this purpose, the mobile application "Otavalo Rimay" was used with several students of a Kichwa language learning center. The methodology used to verify the hypothesis of this work was Design Sciences Research (DSR) together with the theory of acceptance and use of technology (UTAUT). The instrument used for this evaluation was a survey carried out after the use of the mobile application. The statistical analysis of the results obtained indicates characteristics such as the utility and perceived ease of use, positively influence students to motivate the use of mobile devices in learning a language. The results also show the great technological acceptance by students for learning and confirm that currently, mobile learning is accepted for use in education. ©2021 Criollo-C et al.Entities:
Keywords: DSR; Education; Kichwa; Learning; Mobile app; Mobile applications; Mobile devices; Mobile learning; UTAUT Model; m-learning
Year: 2021 PMID: 34150997 PMCID: PMC8189028 DOI: 10.7717/peerj-cs.550
Source DB: PubMed Journal: PeerJ Comput Sci ISSN: 2376-5992
Figure 1Mobile application design.
Requirements for the design of mobile learning.
| References | Requirements | Characteristics |
|---|---|---|
| Provide ease in the game, the user should not get caught in the links of the different sections | ||
| Use known functionalities that resemble computer menus | ||
| Generate satisfaction, enthusiasm, and fun by using the different controls in the activities carried out by the application | ||
| Provide an understanding of mistakes made to improve task interpretation | ||
| Generate use intent by creating multimedia interfaces that attract the user’s attention | ||
| Avoid user disorientation due to total number of interactions | ||
| Motivate the user with kind messages while progressing through the game |
Figure 2Level lesson interface.
1. Animals/Wiwakuna; 2. Select a level; 3. Lesson 1; 4. Exercise 1; 5. Lesson 2.
Figure 3Application main screen.
1. Level 2; 2. Time/Pacha; 3. Cloths/Churanakuna; 4. Verbs 1/Imachikkuna 1; 5. Verbs 2/Imachikkuna 2; 6. Body/Runapakaycha; 7. Terrain topography/Allpapi tiyashkakuna.
Figure 4Use of Courtesy words.
1. Incorrect answer! Try again please; 2. You have 2 attempts left 3. Continue.
Figure 5Answers (categorical and numerical) for demographic data, acceptance of mobile learning and UTAUT* model.
*UTAUT = Unified theory of acceptance and use of technology.
Figure 6Diagram of the average responses to the acceptance questions of mobile learning.
Characteristics of mobile learning acceptance survey.
| Survey | Question | Answers | µ | M | |
|---|---|---|---|---|---|
| Perception of the use of mobile learning | Q1 | 68 | 4.12 | 4.00 | 0.86 |
| Q2 | 68 | 3.60 | 4.00 | 0.87 | |
| Q3 | 68 | 4.49 | 5.00 | 0.92 | |
| Q4 | 68 | 4.41 | 4.00 | 0.55 | |
| Q5 | 68 | 4.19 | 4.00 | 0.74 | |
| Q6 | 68 | 4.13 | 4.00 | 0.96 | |
| Q7 | 68 | 3.53 | 5.00 | 1.84 |
Notes.
Mean
Median
Standard deviation
Characteristics of UTAUT model survey.
| UTAUT model | Question | Answers | µ | M | |
|---|---|---|---|---|---|
| Perceived utility (PU) | Q8 | 68 | 4.32 | 5.00 | 0.98 |
| Q9 | 68 | 4.53 | 5.00 | 0.91 | |
| Easy to use (PEU) | Q10 | 68 | 4.53 | 5.00 | 0.91 |
| Q11 | 68 | 4.63 | 5.00 | 0.81 | |
| Social influence (SI) | Q12 | 68 | 4.21 | 5.00 | 1.48 |
| Q13 | 68 | 4.41 | 5.00 | 1.26 | |
| Facilitating conditions (FC) | Q14 | 68 | 4.25 | 5.00 | 1.30 |
| Q15 | 68 | 4.15 | 5.00 | 1.53 | |
| Perceived entertainment (PE) | Q16 | 68 | 3.93 | 5.00 | 1.62 |
| Q17 | 68 | 4.09 | 5.00 | 1.37 |
Notes.
Mean
Median
Standard deviation
Figure 7Diagram of the average responses to the questions of the UTAUT model.
Figure 8Correlation diagram between acceptance questions of mobile learning and the UTAUT model.
Figure 9Correlation diagram between demographic questions.
Figure 10General acceptance and UTAUT model regarding mobile learning.
Figure 11Optimal number of found clusters.
Figure 12Dendrogram of data concentered in two clusters.
Likert scale responses by clustering C1.
| Category | Question | Likert scale | ||||
|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||
| Perception of the use of mobile learning | Q1 | 1 | 1 | 5 | 13 | 12 |
| Q2 | 3 | 1 | 4 | 22 | 2 | |
| Q3 | 0 | 0 | 6 | 5 | 21 | |
| Q4 | 0 | 0 | 1 | 16 | 15 | |
| Q5 | 1 | 1 | 1 | 20 | 9 | |
| Q6 | 3 | 0 | 1 | 15 | 13 | |
| Q7 | 9 | 3 | 0 | 3 | 17 | |
| Perceived utility (PU) | Q8 | 0 | 0 | 3 | 3 | 26 |
| Q9 | 0 | 0 | 8 | 5 | 19 | |
| Easy to use (PEU) | Q10 | 0 | 0 | 4 | 2 | 26 |
| Q11 | 0 | 0 | 3 | 2 | 27 | |
| Social influence (SI) | Q12 | 1 | 0 | 1 | 1 | 29 |
| Q13 | 0 | 0 | 0 | 3 | 29 | |
| Facilitating conditions (FC) | Q14 | 0 | 0 | 0 | 1 | 31 |
| Q15 | 0 | 0 | 2 | 2 | 28 | |
| Perceived entertainment (PE) | Q16 | 0 | 0 | 0 | 3 | 29 |
| Q17 | 0 | 0 | 2 | 2 | 28 | |
Notes.
I strongly disagree = 1, I disagree = 2, I am so so = 3, I agree = 4, I strongly agree = 5
Likert Scale responses by clustering C2.
| Category | Question | Likert scale | ||||
|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | ||
| Perception of the use of mobile learning | Q1 | 0 | 0 | 7 | 16 | 13 |
| Q2 | 1 | 1 | 10 | 23 | 1 | |
| Q3 | 1 | 1 | 5 | 1 | 28 | |
| Q4 | 0 | 0 | 1 | 20 | 15 | |
| Q5 | 0 | 0 | 3 | 20 | 13 | |
| Q6 | 0 | 2 | 2 | 20 | 12 | |
| Q7 | 12 | 0 | 2 | 0 | 22 | |
| Perceived utility (PU) | Q8 | 1 | 0 | 16 | 1 | 18 |
| Q9 | 1 | 1 | 2 | 0 | 32 | |
| Easy to use (PEU) | Q10 | 1 | 1 | 6 | 3 | 25 |
| Q11 | 1 | 0 | 5 | 3 | 27 | |
| Social influence (SI) | Q12 | 9 | 2 | 1 | 3 | 21 |
| Q13 | 6 | 2 | 3 | 1 | 24 | |
| Facilitating conditions (FC) | Q14 | 6 | 2 | 8 | 4 | 16 |
| Q15 | 11 | 2 | 0 | 2 | 21 | |
| Perceived entertainment (PE) | Q16 | 13 | 3 | 4 | 1 | 15 |
| Q17 | 7 | 2 | 10 | 2 | 15 | |
Notes.
I strongly disagree = 1, I disagree = 2, I am so so = 3, I agree = 4, I strongly agree = 5.