Design and implementation of BusinessApp, a MALL application to make successful business presentations
Identificadores
URI: http://hdl.handle.net/20.500.12020/267ISBN: 978-1-908416-35-3
ISBN: 978-1-908416-36-0
ISBN: 978-1-908416-34-6
DOI: 10.14705/rpnet.2016.tislid2014.9781908416353
Fecha
2016Tipo de documento
bookPartÁrea/s de conocimiento
Ciencias de la EducaciónMateria/s Unesco
57 LingüísticaResumen
Little by little, Mobile Assisted Language Learning (or, simply, MALL)
is taking force in the field of education, as it supports language blended
learning and language learning ubiquity. The study presented here belongs
in the Social Ontology-based Cognitively Augmented Language Learning
Mobile Environment (SO-CALL-ME) research project, whose final aim is to
design and create English as a Foreign Language (EFL) mobile applications
(henceforth, apps) that apply a solid pedagogy to teaching technical and
language skills. Thus, these apps provide a very flexible form of learning that is
also practical, interactive, adaptive, dynamic and deeply rooted in daily sociocultural
situations and contexts. In particular, our study has aimed at designing
and implementing an app to help its users create and perform successful business
presentations. Thus, the potential users of our app are both professionals and
students in general, since business presentations are a compulsory and essential
activity in most professional environments nowadays. Using our app will allow
them to learn these skills ubiquitously and autonomously, since it contains selfevaluating
(automatically corrected) exercises.