Usage patterns and effects of mobile learning activities using social learning apps on the achievement of undergraduate students in a history of art course

Aishah Siddiquah, Sharifullah Khan*, Gwo Jen Hwang, Muhammad Azeem Abbas, Saheed Ajayi

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

The main objective of the study was to identify the effect of mobile learning activities using social learning applications (apps) based on the principles of constructivist learning on students' learning achievement and behavioural patterns in a History of Art Course. Accordingly, two mobile apps, Pinterest and Piazza, were adopted in the present study. A one-group pre-test and post-test experimental design was implemented to evaluate the effectiveness of the proposed approach. The participants were 57 female students studying in the second semester of the Computer Arts program of a public sector women university of Pakistan. The intervention spanned 6 weeks, and comprised four assignments given alternately on Pinterest and Piazza each week so that the students could use both tools at least twice. Student performances were measured using a pre-test and post-test. The results revealed that there was a significant effect of using the social learning apps on the students' achievement in the History of Art Course. Low achievers gained significantly more than high achievers. The results suggest that well-designed activities using social learning apps need to be incorporated into the teaching of courses for undergraduate students.

Original languageEnglish
Pages (from-to)448-465
Number of pages18
JournalInternational Journal of Mobile Learning and Organisation
Volume15
Issue number4
DOIs
Publication statusPublished - 25 Oct 2021

Bibliographical note

Publisher Copyright:
© 2021 Inderscience Enterprises Ltd.

Keywords

  • Constructive learning
  • History of art
  • Mobile learning
  • Piazza
  • Pinterest
  • Smartphones
  • Social learning

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