BRBernadett Revák
Bernadett Revák
*This is an algorithmically generated author record based on publicly available information.
Bernadett Revák has a total of 2 co-authors. Here are the top co-authors by number of shared publications:
- Serkan Savaş
Department of Computer Engineering, Faculty of Engineering and Natural Sciences, Kırıkkale University, Kırıkkale, Türkiye
1 shared publication - İrfan Atabaş
Computer Engineering Department, Kırıkkale University, Kırıkkale 71450, Türkiye
1 shared publication
Latest Publications
- 6 September 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-8
User Experience Analysis for Mobile-Assisted Language Learning Through Gamification
Digital technologies have transformed educational paradigms, particularly in language learning through mobile-assisted language learning (MALL) and gamification strategies. Digital natives expect interactive learning experiences integrating with their technology-rich environments. Game-based learning (GBL) combines entertainment with educational objectives, demonstrating potential for improving learner motivation and knowledge retention in second language acquisition. This study evaluates the effectiveness and user experience of a proprietary gamified mobile application for English language learning, focusing on practical skill development and cross-cultural applicability. A comprehensive evaluation was conducted using a 38question, 5-point Likert-scale questionnaire administered to 516 participants aged 14-25 from Türkiye, Hungary, and Germany following two months of application usage. The questionnaire encompassed five dimensions: User Experience and Interface, Content Quality and Effectiveness, Motivation and Tracking Mechanisms, Interaction and Personalization, and Overall Satisfaction. Data analysis employed descriptive statistics, correlation analysis, and thematic evaluation. The application achieved consistently high satisfaction scores across all dimensions, with mean values ranging from 3.79 to 4.18. The highest-rated aspect was overall effectiveness as a language learning tool $(\bar{x}=4.18, \sigma=0.94)$, while practical language skill applicability received strong endorsement ($\bar{x}=4.14, \sigma=1.00$). Correlation analysis revealed strong positive relationships between user experience factors, particularly between User Experience and Interface and Content Quality and Effectiveness ($r=0.839$). The study demonstrates successful integration of gamification and mobile learning technologies for language education, with users perceiving significant educational value and practical applicability across different cultural contexts.- 6 September 2025
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 1-8
User Experience Analysis for Mobile-Assisted Language Learning Through Gamification
Digital technologies have transformed educational paradigms, particularly in language learning through mobile-assisted language learning (MALL) and gamification strategies. Digital natives expect interactive learning experiences integrating with their technology-rich environments. Game-based learning (GBL) combines entertainment with educational objectives, demonstrating potential for improving learner motivation and knowledge retention in second language acquisition. This study evaluates the effectiveness and user experience of a proprietary gamified mobile application for English language learning, focusing on practical skill development and cross-cultural applicability. A comprehensive evaluation was conducted using a 38question, 5-point Likert-scale questionnaire administered to 516 participants aged 14-25 from Türkiye, Hungary, and Germany following two months of application usage. The questionnaire encompassed five dimensions: User Experience and Interface, Content Quality and Effectiveness, Motivation and Tracking Mechanisms, Interaction and Personalization, and Overall Satisfaction. Data analysis employed descriptive statistics, correlation analysis, and thematic evaluation. The application achieved consistently high satisfaction scores across all dimensions, with mean values ranging from 3.79 to 4.18. The highest-rated aspect was overall effectiveness as a language learning tool $(\bar{x}=4.18, \sigma=0.94)$, while practical language skill applicability received strong endorsement ($\bar{x}=4.14, \sigma=1.00$). Correlation analysis revealed strong positive relationships between user experience factors, particularly between User Experience and Interface and Content Quality and Effectiveness ($r=0.839$). The study demonstrates successful integration of gamification and mobile learning technologies for language education, with users perceiving significant educational value and practical applicability across different cultural contexts.