Interactive Learning Environments, 2019 (SSCI)
The aim of this study is to demonstrate effectiveness of mobile game called SOS Table in the context of the subject “Tenses in English” within the framework of mobile learning tools acceptance, learning language motivation and mobile learning attitude of the students. The target group of the research consists of preparatory class students of a school of foreign languages in a state university in Turkey. The research was carried out with mixed method research. The quantitative paradigm-based section of this study was designed with a single-group pre-test and post-test model. In this model, three different scales were applied to the participants. The participants used the SOS Table mobile game developed by the researchers for 8 weeks. After the applications, semi-structured interviews were conducted with seven participants. The quantitative data of the study were analyzed with paired sampled t-Test and the qualitative data were subjected to thematic content analysis. The results of the study indicated that the mobile application named SOS Table increased both the mobile learning tools acceptance of the participants and motivation in English, and mediated the positive attitude development for mobile learning in English. The qualitative data obtained also supported these findings.