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I-Kalam: A CEFR Based Mobile Gamification App for Arabic Speaking Skills

Table 4: Evaluation of learning pedagogy themes in the i-Kalam App

Item Issue D N A SA M SD InterpretationLevel
C1 i-Kalam App learning strategy in stages 110% 440% 550% 4.3 0.94 High
C2 The i-Kalam learning strategy is self-learning 330% 770% 4.7 0.48 High
C3 The training provided can strengthen the speaking skills of users 220% 330% 550% 4.3 0.82 High
C4 Games provided can test the level of speaking proficiency of the user 220% 440% 440% 4.2 0.78 High
C5 The audio and voice recording facilities provided in the i-Kalam App help improve users’ speaking skills 110% 440% 550% 4.3 0.94 High
C6 The approach of gamification elements (scoreboard, points, budges, etc.) in the i-Kalam App can increase the level of motivation in learning 110% 450% 540% 4.4 0.69 High
C7 Content translation makes it easier for users to understand the learning text. 110% 330% 660% 4.5 0.70 High
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