José-Luis Isla-Montes

Dr. José-Luis Isla-Montes

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Research Focus & Metrics

Academic Career Length

21Years (2006-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 January 2012
Verified
Conference Paper
Open access
PDF file
AAAndrés Francisco Aparicio
Andrés Francisco Aparicio
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela
JSJosé Luis González Sánchez
José Luis González Sánchez
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes

9 August 2016 in SpringerPlus
Verified
Journal Article
Open access
PDF file
Anke BernsAnke Berns
Anke Berns
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes
Manuel Palomo-DuarteManuel Palomo-Duarte
Manuel Palomo-Duarte
JDJuan-Manuel Dodero
Juan-Manuel Dodero
In the context of European Higher Education students face an increasing focus on independent, individual learning—at the expense of face-to-face interaction. Hence learners are, all too often, not provided with enough opportunities to negotiate in the target language. The current case study aims to address this reality by going beyond conventional approaches to provide students with a hybrid game-based app, combining individual and collaborative learning opportunities. The 4-week study was carried out with 104 German language students (A1.2 CEFR) who had previously been enrolled in a first-semester A1.1 level course at a Spanish university. The VocabTrainerA1 app—designed specifically for this study—harnesses the synergy of combining individual learning tasks and a collaborative murder mystery game in a hybrid level-based architecture. By doing so, the app provides learners with opportunities to apply their language skills to real-life-like communication. The purpose of the study was twofold: on one hand we aimed to measure learner motivation, perceived usefulness and added value of hybrid game-based apps; on the other, we sought to determine their impact on language learning. To this end, we conducted focus group interviews and an anonymous Technology Acceptance Model survey (TAM). In addition, students took a pre-test and a post-test. Scores from both tests were compared with the results obtained in first-semester conventional writing tasks, with a view to measure learning outcomes. The study provides qualitative and quantitative data supporting our initial hypotheses. Our findings suggest that hybrid game-based apps like VocabTrainerA1—which seamlessly combine individual and collaborative learning tasks—motivate learners, stimulate perceived usefulness and added value, and better meet the language learning needs of today’s digital natives. In terms of acceptance, outcomes and sustainability, the data indicate that hybrid game-based apps significantly improve proficiency, hence are indeed, effective tools for enhanced language learning.

29 July 2013
Verified
Book Chapter
Closed access
PDF file
AFAndrés Francisco-Aparicio
Andrés Francisco-Aparicio
FGFrancisco Luis Gutiérrez-Vela
Francisco Luis Gutiérrez-Vela
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes
JSJosé Luis González Sanchez
José Luis González Sanchez

1 April 2007 in Science of Computer Programming
Verified
Journal Article
Closed access
FVFrancisco Luis Gutierrez Vela
Francisco Luis Gutierrez Vela
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes
Patricia PaderewskiPatricia Paderewski
Patricia Paderewski
MSMonica Sanchez-Roman
Monica Sanchez-Roman
BVB. Jiménez Valverde
B. Jiménez Valverde

6 March 2017 in RIED-Revista Iberoamericana de Educación a Distancia
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Journal Article
Open access
PDF file
Anke BernsAnke Berns
Anke Berns
Manuel Palomo-DuarteManuel Palomo-Duarte
Manuel Palomo-Duarte
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes
JBJuan Manuel Dodero Beardo
Juan Manuel Dodero Beardo
PMPablo De la Torre Moreno
Pablo De la Torre Moreno
Agenda colaborativa para el aprendizaje de idiomas: del papel al dispositivo móvil

3 June 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
JIJosé-Luis Isla-Montes
José-Luis Isla-Montes
Anke BernsAnke Berns
Anke Berns
Manuel Palomo-DuarteManuel Palomo-Duarte
Manuel Palomo-Duarte
JDJuan-Manuel Dodero
Juan-Manuel Dodero
The introduction of mobile devices such as smartphones provides new opportunities to enhance the teaching–learning process of a foreign language. However, its use can affect not only the students’ type and form of writing but also their ability to achieve the academic competencies targeted. Thus, aspects such as the development of linguistic and communicative competencies could be affected. In this paper, a comparative analysis of two different versions (a paper and a digital version) of the same learning task is carried out in order to analyze the impact of each on the development of students’ linguistic and communicative competencies. The study is conducted with undergraduate students enrolled in a course called German II. Modern Language I (level A1.2, Common European Framework of Reference for Languages). The results obtained illustrate, on the one hand, the advantages of the paper version for developing students’ linguistic competence and, on the other hand, that the digital version, despite facilitating students’ interaction amongst each other, does not seem to be more suitable for developing students’ communicative competence. Future studies will, therefore, focus on identifying those features that might increase the potential of the digital version for fostering the targeted competencies.