Research Article
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Year 2021, Volume: 4 Issue: 2, 156 - 174, 31.05.2021
https://doi.org/10.31681/jetol.886828

Abstract

References

  • Birch, L. L. (1999). Development of food preferences. Annual Review of Nutrition, 19, 41–62.
  • Bogost, I. (2014). Why gamification is bullshit. In S. P. Walz and S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp. 65-80), Cambridge, MA: Mit Press.
  • Clark, K. R. (2018). Learning theories: Behaviorism. Radiologic technology, 90(2), 172-175.
  • Deci, E. L., & Ryan, R. M. (2008). Self-determination theory: A macrotheory of human motivation, development, and health. Canadian psychology/Psychologie canadienne, 49(3), 182.
  • Deshpande, S., Basil, M. D., & Basil, D. Z. (2009). Factors influencing healthy eating habits among college students: An application of the health belief model. Health Marketing Quarterly, 26(2), 145-164.
  • Driscoll, M. P. (2000). Psychology of learning for instruction (2nd ed.). Massachusetts: Allyn and Bacon.
  • Elfeky, A. I. M., & Yakoub Masadeh, T. S. (2016). The Effect of Mobile Learning on Students’ Achievement and Conversational Skills. International Journal of Higher Education, 5(3), 20–31. https://doi.org/10.5430/ijhe.v5n3p20
  • Fallon, S. (2011). Nourishing traditions: The cookbook that challenges politically correct nutrition and the diet dictocrats. Washington, D.C.: NewTrends Publishing.
  • Fosnot, C. T., & Perry, R. S. (2005). Constructivism: A psychological theory of learning. In C. T. Fosnot (Ed.), Constructivism: Theory, Perspectives, and Practice (2nd ed.). New York, NY: Teacher College Press.
  • Furió, D., Juan, M. C., Seguí, I., & Vivó, R. (2015). Mobile learning vs. traditional classroom lessons: A comparative study. Journal of Computer Assisted Learning, 31(3), 189–201. https://doi.org/10.1111/jcal.12071
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Honebein, P. C. (1996). Seven goals for the design of constructivist learning environments. In B. G. Wilson (Ed.), Constructivist Learning Environments: Case Studies in Instructional Design (2nd ed.). Englewood Cliffs, NJ: Educational technology Publications.
  • Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505.
  • Piaget, J. (1977). The development of thought: Equilibration of cognitive structures. New York: Viking.
  • Price, W. A. (2009). Nutrition and physical degeneration (8th ed.). Price-Pottenger Nutrition Foundation.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
  • Seo, H., & Lee, D. (2009). Behavioral and neural changes after gains and losses of conditioned reinforcers. Journal of Neuroscience, 29(11), 3627-3641.
  • Skinner, B. F. (1974). About behaviorism. New York, Knopf.
  • Suartama, I. K., Setyosari, P., & Ulfa, S. (2019). Development of an Instructional Design Model for Mobile Blended Learning in Higher Education. International Journal of Emerging Technologies in Learning, 14(16), 4-22.
  • Sümer, M., & Aydın, C. H. (2018). Gamification in open and distance learning: A systematic review. In J. M. Spector, B. Locke and M. Childress (Eds.), Learning, Design, and Technology: An international compendium of theory, research, practice, and policy, (pp. 1-16). Cham: Springer.
  • Tippins, D. J., Tobin, K. G., & Hook, K. (1993). Ethical decisions at the heart of teaching: Making sense from a constructivist perspective. Journal of moral education, 22(3), 221-240.
  • U.S. Department of Health and Human Services (2018). Retrieved from https://www.cdc.gov/nchs/fastats/heart-disease.htm
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
  • Wadsworth, B. J. (1996). Piaget's theory of cognitive and affective development: Foundations of constructivism (5th ed.). Longman Publishing.

The design framework for a mobile learning app on eating healthy: Connecting learner needs with app features

Year 2021, Volume: 4 Issue: 2, 156 - 174, 31.05.2021
https://doi.org/10.31681/jetol.886828

Abstract

This paper aims to propose a design framework for learning technologist to design and develop a mobile learning app in the context of eating healthy. In other words, this study offers a number of theoretical and practical implications that can assist developers in creating more effective mobile apps. In exploring the research behind the foundational problem associated with this study, there are three main learning theories that provide a framework for the app design; the behaviorist perspective, the social constructivism, and the self-determination theory. Based on those theories behind the design, it can be said that personal profile, item search/scan, food snapshot, challenges, social, and resources might be the features of the app to support learning needs.

References

  • Birch, L. L. (1999). Development of food preferences. Annual Review of Nutrition, 19, 41–62.
  • Bogost, I. (2014). Why gamification is bullshit. In S. P. Walz and S. Deterding (Eds.), The gameful world: Approaches, issues, applications (pp. 65-80), Cambridge, MA: Mit Press.
  • Clark, K. R. (2018). Learning theories: Behaviorism. Radiologic technology, 90(2), 172-175.
  • Deci, E. L., & Ryan, R. M. (2008). Self-determination theory: A macrotheory of human motivation, development, and health. Canadian psychology/Psychologie canadienne, 49(3), 182.
  • Deshpande, S., Basil, M. D., & Basil, D. Z. (2009). Factors influencing healthy eating habits among college students: An application of the health belief model. Health Marketing Quarterly, 26(2), 145-164.
  • Driscoll, M. P. (2000). Psychology of learning for instruction (2nd ed.). Massachusetts: Allyn and Bacon.
  • Elfeky, A. I. M., & Yakoub Masadeh, T. S. (2016). The Effect of Mobile Learning on Students’ Achievement and Conversational Skills. International Journal of Higher Education, 5(3), 20–31. https://doi.org/10.5430/ijhe.v5n3p20
  • Fallon, S. (2011). Nourishing traditions: The cookbook that challenges politically correct nutrition and the diet dictocrats. Washington, D.C.: NewTrends Publishing.
  • Fosnot, C. T., & Perry, R. S. (2005). Constructivism: A psychological theory of learning. In C. T. Fosnot (Ed.), Constructivism: Theory, Perspectives, and Practice (2nd ed.). New York, NY: Teacher College Press.
  • Furió, D., Juan, M. C., Seguí, I., & Vivó, R. (2015). Mobile learning vs. traditional classroom lessons: A comparative study. Journal of Computer Assisted Learning, 31(3), 189–201. https://doi.org/10.1111/jcal.12071
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Honebein, P. C. (1996). Seven goals for the design of constructivist learning environments. In B. G. Wilson (Ed.), Constructivist Learning Environments: Case Studies in Instructional Design (2nd ed.). Englewood Cliffs, NJ: Educational technology Publications.
  • Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54(2), 498-505.
  • Piaget, J. (1977). The development of thought: Equilibration of cognitive structures. New York: Viking.
  • Price, W. A. (2009). Nutrition and physical degeneration (8th ed.). Price-Pottenger Nutrition Foundation.
  • Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American psychologist, 55(1), 68.
  • Seo, H., & Lee, D. (2009). Behavioral and neural changes after gains and losses of conditioned reinforcers. Journal of Neuroscience, 29(11), 3627-3641.
  • Skinner, B. F. (1974). About behaviorism. New York, Knopf.
  • Suartama, I. K., Setyosari, P., & Ulfa, S. (2019). Development of an Instructional Design Model for Mobile Blended Learning in Higher Education. International Journal of Emerging Technologies in Learning, 14(16), 4-22.
  • Sümer, M., & Aydın, C. H. (2018). Gamification in open and distance learning: A systematic review. In J. M. Spector, B. Locke and M. Childress (Eds.), Learning, Design, and Technology: An international compendium of theory, research, practice, and policy, (pp. 1-16). Cham: Springer.
  • Tippins, D. J., Tobin, K. G., & Hook, K. (1993). Ethical decisions at the heart of teaching: Making sense from a constructivist perspective. Journal of moral education, 22(3), 221-240.
  • U.S. Department of Health and Human Services (2018). Retrieved from https://www.cdc.gov/nchs/fastats/heart-disease.htm
  • Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge, MA: Harvard University Press.
  • Wadsworth, B. J. (1996). Piaget's theory of cognitive and affective development: Foundations of constructivism (5th ed.). Longman Publishing.
There are 24 citations in total.

Details

Primary Language English
Subjects Studies on Education
Journal Section Articles
Authors

Murat Sümer 0000-0003-1566-4355

Publication Date May 31, 2021
Published in Issue Year 2021 Volume: 4 Issue: 2

Cite

APA Sümer, M. (2021). The design framework for a mobile learning app on eating healthy: Connecting learner needs with app features. Journal of Educational Technology and Online Learning, 4(2), 156-174. https://doi.org/10.31681/jetol.886828


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