The use of the mobile phone for the group was advanced to the extent that they knew how to download music from online sites, but the usage had not been used to improve levels of literacy considerably. The researchers reported the use of mobile phones as exceptionally advanced for the group, and therefore a channel that promoted levels of literacy.
The researchers emphasized the role that the use of mobile phones played in the social lives of the people living in the remote community, and went further to maintain that the usage was core to the levels of literacy attained.
The ideas used to support the arguments include that the exchange between the mother and the child showed considerably developed uses of the phone as a tool for fostering literacy among the members of the community.
2. Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers &Education, 59(2), 661–686.
The analysis of the findings and the context reported from the 129 studies showed that exposure to computer games improved some skills, including those that were important to the learning of students. The skill areas reported to benefit from playing games included cognitive, perceptual; affective and also the learner’s levels of motivation for learning. The study revealed that the positive effects of playing digital games is widespread, therefore an area that calls for the exploration of the relationship further, so that it can be used to foster learning.
The authors emphasized the importance of digital games in the learning of the students aged 14 and higher, by pointing out that it affected a variety of the skill areas that foster or limit learning. In conclusion, the position taken about the materials was that more study is needed, so as to ...Show more