Design and Development of English Learning Facebook Application based on Platform as a Service (PaaS) by using Smart Gamification

1
Md. Mahmudul Hasan
Md. Mahmudul Hasan
2
Mahmuda Akhter
Mahmuda Akhter
1 Daffodil International University, BRAC University

Send Message

To: Author

GJCST Volume 13 Issue E16

Article Fingerprint

ReserarchID

CSTNWSSO24O

Design and Development of English Learning Facebook Application based on Platform as a Service (PaaS) by using Smart Gamification Banner
  • English
  • Afrikaans
  • Albanian
  • Amharic
  • Arabic
  • Armenian
  • Azerbaijani
  • Basque
  • Belarusian
  • Bengali
  • Bosnian
  • Bulgarian
  • Catalan
  • Cebuano
  • Chichewa
  • Chinese (Simplified)
  • Chinese (Traditional)
  • Corsican
  • Croatian
  • Czech
  • Danish
  • Dutch
  • Esperanto
  • Estonian
  • Filipino
  • Finnish
  • French
  • Frisian
  • Galician
  • Georgian
  • German
  • Greek
  • Gujarati
  • Haitian Creole
  • Hausa
  • Hawaiian
  • Hebrew
  • Hindi
  • Hmong
  • Hungarian
  • Icelandic
  • Igbo
  • Indonesian
  • Irish
  • Italian
  • Japanese
  • Javanese
  • Kannada
  • Kazakh
  • Khmer
  • Korean
  • Kurdish (Kurmanji)
  • Kyrgyz
  • Lao
  • Latin
  • Latvian
  • Lithuanian
  • Luxembourgish
  • Macedonian
  • Malagasy
  • Malay
  • Malayalam
  • Maltese
  • Maori
  • Marathi
  • Mongolian
  • Myanmar (Burmese)
  • Nepali
  • Norwegian
  • Pashto
  • Persian
  • Polish
  • Portuguese
  • Punjabi
  • Romanian
  • Russian
  • Samoan
  • Scots Gaelic
  • Serbian
  • Sesotho
  • Shona
  • Sindhi
  • Sinhala
  • Slovak
  • Slovenian
  • Somali
  • Spanish
  • Sundanese
  • Swahili
  • Swedish
  • Tajik
  • Tamil
  • Telugu
  • Thai
  • Turkish
  • Ukrainian
  • Urdu
  • Uzbek
  • Vietnamese
  • Welsh
  • Xhosa
  • Yiddish
  • Yoruba
  • Zulu

Social networking sites like Facebook are not just an element of passing time but a platform for learning as well. The goal of this paper is to show the effectiveness of a Facebook application named “Wishdom” to teach English language based on cloud platform. This application tries to introduce English language in an authentic and communicative manner to the students, where they have to assume different roles (i.e. avatar) to achieve a particular goal. For that purpose they communicate with the other avatar and participate in several quizzes. This study shows the performance of a group of students who played “Wishdom” game and take a quiz as a part of their assessment. Their performance has been presented to show their success rate in learning English. The performance of the application is also measured based on Facebook Graph API. In addition, platform as a service (PaaS) of cloud computing from Heroku has been integrated to host the application and its compatibility is checked in this study.

15 Cites in Articles

References

  1. N Ellison,C Steinfield,C Lampe (2007). The benefits of Facebook "friends:" Social capital and college students' use of online social network sites.
  2. Hyacinth Gaudart (1999). Games as Teaching Tools for Teaching English to Speakers of Other Languages.
  3. M Macedonia (2005). Games and foreign language teaching.
  4. J Pena,J Hancock (2006). An analysis of socioemotional and task communication in online multiplayer video games.
  5. R Sadler,U Nurukhamedov (2008). The Society for Anthropology in Community Colleges Annual Meeting: San Francisco, CA March 17-20, 2010 [Program].
  6. M Warschuer,R Kern (2000). Network-based language teaching: Concept and practice.
  7. D Zheng,N Li,Y Zhao (2008). Learning Chinese in Second Life Chinese language school.
  8. Lara Quijano-Sanchez,Juan Recio-Garcia,Belen Diaz-Agudo (2011). HappyMovie: A Facebook Application for Recommending Movies to Groups.
  9. Ben Kirman,Eva Ferrari,Shaun Lawson,Jonathan Freeman,Jane Lessiter,Conor Linehan (2009). Familiars.
  10. Wayne Graham (2013). Creating Your First Facebook Game.
  11. (July). Words with friends.
  12. Sebastian Deterding,Dan Dixon,Rilla Khaled,Lennart Nacke (2011). From game design elements to gamefulness.
  13. Dan Dixon (2011). Player types and gamification.
  14. Roderic Page (2013). Compiling a C++ application to run on Heroku.
  15. Minas Gjoka,Michael Sirivianos,Athina Markopoulou,Xiaowei Yang (2008). Poking facebook.

Funding

No external funding was declared for this work.

Conflict of Interest

The authors declare no conflict of interest.

Ethical Approval

No ethics committee approval was required for this article type.

Data Availability

Not applicable for this article.

Md. Mahmudul Hasan. 2014. \u201cDesign and Development of English Learning Facebook Application based on Platform as a Service (PaaS) by using Smart Gamification\u201d. Global Journal of Computer Science and Technology - E: Network, Web & Security GJCST-E Volume 13 (GJCST Volume 13 Issue E16): .

Download Citation

Issue Cover
GJCST Volume 13 Issue E16
Pg. 47- 55
Journal Specifications

Crossref Journal DOI 10.17406/gjcst

Print ISSN 0975-4350

e-ISSN 0975-4172

Classification
Not Found
Version of record

v1.2

Issue date

February 3, 2014

Language

English

Experiance in AR

The methods for personal identification and authentication are no exception.

Read in 3D

The methods for personal identification and authentication are no exception.

Article Matrices
Total Views: 9064
Total Downloads: 2343
2026 Trends
Research Identity (RIN)
Related Research

Published Article

Social networking sites like Facebook are not just an element of passing time but a platform for learning as well. The goal of this paper is to show the effectiveness of a Facebook application named “Wishdom” to teach English language based on cloud platform. This application tries to introduce English language in an authentic and communicative manner to the students, where they have to assume different roles (i.e. avatar) to achieve a particular goal. For that purpose they communicate with the other avatar and participate in several quizzes. This study shows the performance of a group of students who played “Wishdom” game and take a quiz as a part of their assessment. Their performance has been presented to show their success rate in learning English. The performance of the application is also measured based on Facebook Graph API. In addition, platform as a service (PaaS) of cloud computing from Heroku has been integrated to host the application and its compatibility is checked in this study.

Our website is actively being updated, and changes may occur frequently. Please clear your browser cache if needed. For feedback or error reporting, please email [email protected]
×

This Page is Under Development

We are currently updating this article page for a better experience.

Request Access

Please fill out the form below to request access to this research paper. Your request will be reviewed by the editorial or author team.
X

Quote and Order Details

Contact Person

Invoice Address

Notes or Comments

This is the heading

Lorem ipsum dolor sit amet, consectetur adipiscing elit. Ut elit tellus, luctus nec ullamcorper mattis, pulvinar dapibus leo.

High-quality academic research articles on global topics and journals.

Design and Development of English Learning Facebook Application based on Platform as a Service (PaaS) by using Smart Gamification

Md. Mahmudul Hasan
Md. Mahmudul Hasan
Mahmuda Akhter
Mahmuda Akhter

Research Journals