Abstract: This study was intended to provide a more efficient and convenient way for mobile users to enhance their knowledge about ASEAN countries. The researchers evaluated the utility of the developed crossword puzzle application and assessed the general usability of its user interface for its intended purpose and audience of users. The descriptive qualitative research method for the research design and the Mobile-D methodology was employed for the development of the software application output. With a generally favorable reception from its users, the researchers concluded that the iSEA Mobile Based Learning Application can be considered ready for general deployment and use. It was also concluded that additional studies can also be done to make a more complete assessment of the knowledge gained by its users before and after using the application.
Abstract: This research involved the use of word distributions
and morphological knowledge by speakers of Arabic learning English
connected different allomorphs in order to realize how the
morphology and syntax of English gives meaning through using
interactive crossword puzzles (ICP). Fifteen chapters covered with a
class of nine learners over an academic year of an intensive English
program were reviewed using the ICP. Learners were questioned
about how the use of this gaming element enhanced and motivated
their learning of English. The findings were positive indicating a
successful implementation of ICP both at creational and user levels.
This indicated a positive role technology had when learning and
teaching English through adopting an interactive gaming element for
learning English.