Evaluation framework for mobile language learning apps (Li et al., 2025a, b)
| Category | Criteria | |
|---|---|---|
| Background and characteristics | Google Play downloads, Google Play and Apple App Store ratings, year founded, headquarters location, number of language courses offer and learning structure | |
| App design | Multimedia integration | (1) utilises different forms of multimedia |
| (2) utilises multimedia in a didactic and meaningful way | ||
| Offline functionality | (1) functions online and offline | |
| (2) offers learning materials for download | ||
| In-app advertising | (1) offers free content | |
| (2) does not contain recurring disturbing ads | ||
| App support | (1) provides various channels for support | |
| (2) provides instant and personalised responses | ||
| (3) provides instructions on using | ||
| (4) gives learners alerts for new notifications | ||
| Interface design | (1) provides good icon design in the user interface | |
| (2) allows users to easily identify particular functions | ||
| App content | Learning objectives | (1) clear and aligned with the course items |
| (2) achievable and measurable | ||
| Learning content | (1) logically built and structured | |
| (2) presents, explains, or models the languages and does not only test it | ||
| (3) includes background information about the customs and traditions of the language (or the region where the language is spoken) | ||
| (4) error-free | ||
| Learning activities | (1) align with the Present-Practice-Test (PPT) model | |
| (2) varied and interesting | ||
| (3) offer structured revision tests | ||
| Targeted skills | (1) effectively teaches the targeted skills | |
| (2) meaningfully integrates other skills | ||
| App updates | (1) features and contents are updated regularly | |
| App pedagogy | Personalisation | (1) offers placement tests |
| (2) offers easy access to different difficulty levels | ||
| Gamification | (1) utilises gamified features (e.g. unlock levels, earn points, receive virtual tokens, win virtual currency, compete in leaderboards) | |
| (2) gamified features have pedagogical added value | ||
| Scaffolding | (1) users can monitor their learning | |
| (2) users are scaffolded and offered instant and detailed feedback | ||
| Interaction | (1) targets culture (knowledge learned can be applied in everyday life, not just for practice, e.g. in travel or the workplace) | |
| (2) facilitates collaboration between app users (e.g. content exchange and sharing, discussion boards) | ||
| Category | Criteria | |
|---|---|---|
| Background and characteristics | Google Play downloads, Google Play and Apple App Store ratings, year founded, headquarters location, number of language courses offer and learning structure | |
| App design | Multimedia integration | (1) utilises different forms of multimedia |
| (2) utilises multimedia in a didactic and meaningful way | ||
| Offline functionality | (1) functions online and offline | |
| (2) offers learning materials for download | ||
| In-app advertising | (1) offers free content | |
| (2) does not contain recurring disturbing ads | ||
| App support | (1) provides various channels for support | |
| (2) provides instant and personalised responses | ||
| (3) provides instructions on using | ||
| (4) gives learners alerts for new notifications | ||
| Interface design | (1) provides good icon design in the user interface | |
| (2) allows users to easily identify particular functions | ||
| App content | Learning objectives | (1) clear and aligned with the course items |
| (2) achievable and measurable | ||
| Learning content | (1) logically built and structured | |
| (2) presents, explains, or models the languages and does not only test it | ||
| (3) includes background information about the customs and traditions of the language (or the region where the language is spoken) | ||
| (4) error-free | ||
| Learning activities | (1) align with the Present-Practice-Test (PPT) model | |
| (2) varied and interesting | ||
| (3) offer structured revision tests | ||
| Targeted skills | (1) effectively teaches the targeted skills | |
| (2) meaningfully integrates other skills | ||
| App updates | (1) features and contents are updated regularly | |
| App pedagogy | Personalisation | (1) offers placement tests |
| (2) offers easy access to different difficulty levels | ||
| Gamification | (1) utilises gamified features (e.g. unlock levels, earn points, receive virtual tokens, win virtual currency, compete in leaderboards) | |
| (2) gamified features have pedagogical added value | ||
| Scaffolding | (1) users can monitor their learning | |
| (2) users are scaffolded and offered instant and detailed feedback | ||
| Interaction | (1) targets culture (knowledge learned can be applied in everyday life, not just for practice, e.g. in travel or the workplace) | |
| (2) facilitates collaboration between app users (e.g. content exchange and sharing, discussion boards) | ||
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