Framework Development for Evaluating the Efficacy of Mobile Language Learning Apps
Abstract
:1. Introduction
2. Reviews of Previous Studies
2.1. Evaluation Framework for MALL
2.2. Key References for Framework Development
3. Materials and Methods
4. Results and Discussion
- Step 1. Main Structure from Essafi et al.
- Multimedia, which requires that the app incorporates diverse forms of multimedia, such as audio, video, and images, and utilizes them effectively to enhance students′ engagement, sustain their focus, and motivate active participation in learning activities;
- Offline Mode, which focuses on the app’s ability to operate both online and offline and to provide downloadable materials for users to access without an internet connection;
- In-App Advertising, which ensures the free content the app provides and the absence of recurring or disruptive advertisements that could negatively impact the user experience;
- App Support, which requires the app to offer multiple support channels, such as FAQs or live chat, and delivers prompt and personalized assistance to users.
- Learning Objectives, which requires that the app’s learning goals are clearly defined and aligned with its course content and are achievable and measurable, ensuring that learners can track their progress effectively;
- Learning Content, which evaluates whether the content is rich in detail, accurate, and logically organized to provide a structured and cohesive learning experience;
- Learning Activities, which examines whether the app’s activities follow the Present-Practice-Test (PPT) model and whether they are diverse and engaging to maintain learner motivation;
- Targeted Skills, which considers whether the app effectively teaches the specific skills it targets (e.g., vocabulary or grammar) and integrates other language skills in a meaningful way.
- Customization, which emphasizes that the app provides placement tests to determine users′ proficiency levels and offers easy access to content across various difficulty levels to enable tailored learning experiences;
- Gamification, which assesses whether the app incorporates game-like elements such as point systems, unlockable levels, virtual rewards, leaderboards, or competitions, and ensures that these features add educational value to enhance the learning process rather than serving as mere entertainment;
- Scaffolding, which requires that the app enables users to monitor their progress through tracking tools and provides support in the form of detailed, instant feedback to guide learners as they advance;
- Interaction, which evaluates whether the app enables learners to apply the knowledge in real-life contexts, such as travel or the workplace, while also fostering collaboration among users, encouraging social engagement, and promoting cooperative learning.
- Step 2. Additional Criteria from Almaiah et al.
- 1. The app enables learners to interact with instructors via online messages;
- 6. Both students and instructors can access the app;
- 11. Instructors can create courses and learning content items;
- 12. Instructors and learners can access the documents of learning content in multiple formats;
- 13. Instructors can upload and download attachments;
- 14. Learners can submit assignments and homework;
- 15. Learners can find the complete learning content when using the app.
- 5. The app gives learners alerts for new notifications;
- 8. The app provides a simple and flexible user-interface with a good icons design;
- 9. Learners can easily identify the particular functions of the app.
- 18. The app provides learners up-to-date content.
- Step 3. Additional Criteria from Rosell-Aguilar
- “Instructions” from the “Technology” aspect evaluated whether the app provides clear guidance to users, ensuring usability and accommodating first-time users who might not understand how to navigate or operate the app.
- “Teaching” from the “Pedagogy” aspect examined whether the app offers step-by-step teaching and sufficient explanations of the language and the material it covers before presenting tests or assessments;
- “Quality of content” from the “Pedagogy” aspect assessed the accuracy of the app’s content, ensuring that it is free from errors and suitable for effective learning;
- “Cultural information” from the “Language Learning” aspect considered whether the app provides cultural and contextual information related to the target language. Understanding cultural aspects enhances learners′ comprehension of the language’s structure and increases engagement and interest in the learning process.
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Abbreviations
MALL | Mobile-assisted language learning; |
MLLA | Mobile language learning app; |
SWOT | Strengths, Weaknesses, Opportunities, and Threats; |
VRIO | Value, Rarity, Inimitability, and Organization; |
PPT | Present-Practice-Test. |
Appendix A
Criteria | Framework 1 Essafi et al. (2024) | Framework 2 Almaiah et al. (2022) | Framework 3 Rosell-Aguilar (2017) |
---|---|---|---|
Purpose | Framework development and evaluation process | Framework development | Framework development |
Evaluation Aspects | App design, app content, app pedagogy | App design | App design, app content, app pedagogy |
Evaluation Criteria | Rubrics with explanations | Rubrics with explanations | List of questions |
Scoring System | 0 (low), 1 (medium), 2 (high) | Not specified | Not specified |
Empirical Validation | Tested with 3 apps | Not yet tested | Not yet tested |
Aspects | Category | Criteria | Score | Comments |
---|---|---|---|---|
App design | Multimedia integration | (1) utilizes different forms of multimedia | 1 | Includes pictures and audios |
(2) utilizes multimedia in a didactic and meaningful way | 1 | Fewer visual elements may lower user engagement | ||
Offline functionality | (1) functions online and offline | 1 | Can only access offline the lesson you are currently working on | |
(2) offers learning materials for download | 0 | No materials are provided for download | ||
In-app advertising | (1) offers free content | 1 | Users can access free content for up to 5 min per day but must take a 10-min break after each lesson | |
(2) does not contain recurring disturbing ads | 2 | No ads during, before or after lesson | ||
App support | (1) provides various channels for support | 2 | Provides FAQs, instant chatbot assist, and email assistance | |
(2) provides instant and personalized responses | 2 | Instant chatbot assistance to answer your inquiries | ||
(3) provides instructions on using | 1 | Guides users on how to answer questions during the lesson, while providing no instructions on the functions | ||
(4) gives learners alerts for new notifications | 2 | Sends user an email every day at a fixed time to remind you to take a lesson | ||
Interface design | (1) provides good icon design in user interface | 2 | Concise | |
(2) identify the particular functions easily | 2 | Easy to recognize and understand which function each icon represents | ||
Sub-total scores | 17 | |||
App content | Learning objectives | (1) clear and aligned with the course items | 2 | “Make learning awesome!” by “Captivating game-based learning for all ages”, “Get going in just 5 min a day”, “Choose from 50 languages”, “Turn language learning into a daily habit”, “Personalized learning journey”, “Learn and compete in multiplayer mode” |
(2) achievable and measurable | 2 | Its corresponding functions ensure that its mission is achievable | ||
Learning content | (1) logically built and structured | 1 | Focuses on daily life topics but lacking a strong and structured foundational framework | |
(2) presents, explains, or models the languages, not only test it | 0 | Does not explain or provide a translation of the vocabulary before testing the user | ||
(3) includes background information about the customs and traditions of the language (or the area where the language is spoken) | 0 | Does not include any background information | ||
(4) error-free | 2 | No errors found | ||
Learning activities | (1) align with the Present-Practice-Test (PPT) model | 1 | Combines learning materials with quick follow-up quizzes in a review-based format | |
(2) varied and interesting | 1 | Limited to matching and spelling exercises | ||
(3) offers structured revision test | 0 | No revision test provided | ||
Targeted skills | (1) effectively teaches their targeted skills | 2 | Focuses on vocabulary skill | |
(2) meaningfully integrates the other skills | 0 | Does not offer any exercises that target other skills | ||
App updates | (1) features and contents update regularly | 2 | Updates are provided at least once a month | |
Sub-total scores | 13 | |||
App pedagogy | Personalization | (1) offers placement tests | 0 | No placement test provided |
(2) offers ease of access to different difficulty levels | 0 | The learning materials are the same regardless of the level you choose | ||
Gamification | (1) utilizes gamified features | 1 | Fewer gamified features, only retaining streaks, and unlocking new functions and challenges | |
(2) gamified features have a pedagogical added value | 1 | Unlocking levels and achievements may not be sufficiently encouraging or motivating | ||
Scaffolding | (1) users can monitor their learning | 1 | Users can see their current level, but there is no progress bar to indicate overall learning progress | |
(2) users are scaffolded and offered instant and detailed feedback | 1 | Users can see if their answer is correct, but it only practices vocabulary and does not explain incorrect answers | ||
Interaction | (1) targets culture | 1 | Enhances your vocabulary on daily topics but is hard to apply in real-life situations due to a lack of conversation practice | |
(2) facilitates collaboration between the app users | 1 | Users can add friends and message them directly within the app, but there is no discussion forum for exchanging ideas or sharing content | ||
Sub-total scores | 6 | |||
Total scores | 36 |
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Category | Criteria | |
---|---|---|
App design | Multimedia | the app (i) utilizes different forms of multimedia; (ii) in a didactic and meaningful way. |
Offline mode | the app (i) functions online and offline; and (ii) offers learning materials for download. | |
In-app advertising | the app (i) is generous with free content; and (ii) does not contain recurring disturbing ads. | |
App support | the app provides (i) various channels for support; as well as (ii) instant and personalized responses. | |
App content | Learning objectives | these (i) are clear and aligned with the course items; (ii) are achievable and measurable. |
Learning content | the learning content (i) is rich and accurate; (ii) is logically built and structured. | |
Learning activities | these (i) align with the Present-Practice-Test (PPT) model; (ii) are varied and interesting. | |
Targeted skills | the app (i) effectively teaches their targeted skills; (ii) meaningfully integrates the other skills. | |
App pedagogy | Customization | the app offers (i) placement tests; and (ii) ease of access to different difficulty levels. |
Gamification | (i) the app utilizes gamified features; (ii) these have a pedagogical added value for the app users. | |
Scaffolding | app users (i) can monitor their learning; (ii) are scaffolded and offered instant and detailed feedback. | |
Interaction | the app (i) targets culture; and (ii) facilitates collaboration between the app users. |
Quality Dimensions | Technical Requirements Items |
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Interactivity |
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Functionality |
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Interface Design |
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Accessibility |
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Learning Content Quality |
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Content Design Quality |
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Quality Dimensions | Technical Requirements Items |
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Interactivity |
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Functionality |
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Interface Design |
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Learning Content Quality |
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Content Design Quality |
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Category | Criteria | |
---|---|---|
Background and characteristics | Google Play downloads, Google Play and Apple App Store ratings, year founded, headquarters location, number of language courses offer, and learning structure. | |
App design | Multimedia integration | (1) utilizes different forms of multimedia. |
(2) utilizes multimedia in a didactic and meaningful way. | ||
Offline functionality | (1) functions online and offline. | |
(2) offers learning materials for download. | ||
In-app advertising | (1) offers free content. | |
(2) does not contain recurring disturbing ads. | ||
App support | (1) provides various channels for support. | |
(2) provides instant and personalized responses. | ||
(3) provides instructions on using. | ||
(4) gives learners alerts for new notifications. | ||
Interface design | (1) provides good icon design in user interface. | |
(2) identifies the particular functions easily. | ||
App content | Learning objectives | (1) clear and aligned with the course items. |
(2) achievable and measurable. | ||
Learning content | (1) logically built and structured. | |
(2) presents, explains, or models the languages, not only test it. | ||
(3) includes background information about the customs and traditions of the language (or the area where the language is spoken). | ||
(4) error-free. | ||
Learning activities | (1) aligns with the Present-Practice-Test (PPT) model. | |
(2) varied and interesting. | ||
(3) offers structured revision test. | ||
Targeted skills | (1) effectively teaches their targeted skills. | |
(2) meaningfully integrates the other skills. | ||
App updates | (1) features and contents update regularly. | |
App pedagogy | Personalization | (1) offers placement tests. |
(2) offers ease of access to different difficulty levels. | ||
Gamification | (1) utilizes gamified features (e.g., unlock levels, earn points, rewarded with virtual tokens, win virtual currency, compete in leaderboards). | |
(2) gamified features have a pedagogical added value. | ||
Scaffolding | (1) users can monitor their learning. | |
(2) users are scaffolded and offered instant and detailed feedback. | ||
Interaction | (1) targets culture (knowledge learned can be applied in everyday life, not just for practice, e.g., in travel or the workplace). | |
(2) facilitates collaboration between the app users (e.g., content exchange and sharing, discussion board). |
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Li, K.-C.; Sun, K.-P.; Wong, B.T.M.; Wu, M.M.F. Framework Development for Evaluating the Efficacy of Mobile Language Learning Apps. Electronics 2025, 14, 1614. https://doi.org/10.3390/electronics14081614
Li K-C, Sun K-P, Wong BTM, Wu MMF. Framework Development for Evaluating the Efficacy of Mobile Language Learning Apps. Electronics. 2025; 14(8):1614. https://doi.org/10.3390/electronics14081614
Chicago/Turabian StyleLi, Kam-Cheong, Ka-Pik Sun, Billy T. M. Wong, and Manfred M. F. Wu. 2025. "Framework Development for Evaluating the Efficacy of Mobile Language Learning Apps" Electronics 14, no. 8: 1614. https://doi.org/10.3390/electronics14081614
APA StyleLi, K.-C., Sun, K.-P., Wong, B. T. M., & Wu, M. M. F. (2025). Framework Development for Evaluating the Efficacy of Mobile Language Learning Apps. Electronics, 14(8), 1614. https://doi.org/10.3390/electronics14081614