The results of evaluating the learners’ viewpoints are presented in Table 2. The frequency, SD, and mean for all the items and responses were computed to analyze the participants’ perceptions of Mondly. As illustrated in Table 2, “educational affordance design” is highlighted in yellow; “general pedagogical design” is in green; “pedagogical design” is colored turquoise; the grey color is related to SLA design; the last category, “affective design,” is highlighted in blue. These categories were subdivided into criteria that were used as a benchmark for assessing Mondly. By doing so, the results of descriptive statistics were reported below, in which the sum and the mean of each criterion or subdivision of category were estimated accordingly.
The first research question aimed to assess Mondly as a supplementary tool in language learning from a group of 7th-grade learners’ evaluation. Notwithstanding, the second research question relating to the affordances and challenges of learning a language through Mondly was addressed and foregrounded within the first question.
Table 2: Descriptive Statistics
The obtained score from the first seven questions relating to the first category, “educational affordance design,” was 40 out of 50. This means the application offers high affordances for local learning, personal or individual learning, episodic, extended learning, and mobility. The potential for local learning was 4.60, the second-highest average among other criteria indicating that Mondly can afford reasonable opportunities for local learning. Mondly does not have a chatroom or forum for collaborative learning from around the world or social connectivity that may promote comprehensible input and output. However, global and social learning is only limited to interaction with the partner character (a robot with animation features), not other learners or instructors. It might help the students stay connected and share their knowledge in their communities. Still, it might not be able to connect them to a global network of resources and other language learners or instructors.
These findings were in contrast to the affordances of mobile technologies proposed by Pegrum (2016), noting that not only can these educational tools integrate local and global learning, but they can connect episodic and extended learning. Therefore, Mondly may support distributed and situated learning but not networked learning. The core of digital language learning is the interaction that enhances the effect of digital tools on learning. This opportunity can be provided for the learners in different forms (Carrier et al., 2017). That is connectivity supplies networked and situated learning, which can occur independently or collaboratively regardless of time and place. Al-Emran et al. (2016), in this line, stated MALL apps foster learning anytime and anywhere. Likewise, he suggested that learners can employ mobile applications to have conversations, increase technological awareness, apply social media, find answers to their inquiries, collaborate in groups, share knowledge, and thus promote learning objectives. The current study’s findings differ from these in that it is limited to resources and topics without providing the opportunity to collaborate or scaffold with other learners. In essence, the main aim of Mondly is to develop vocabulary, pronunciation, grammar, and language skills within the app (Al-Emran et al., 2016; Sato et al., 2020; Tai et al., 2020; Tai & Chen, 2021).
This evaluation is contrary to that of Shadiev et al., (2017) who found learners can engage with real objects and stimulate their imagination to produce meaningful output since mobile technologies can generate authentic learning content, environments, and tools for a seamless learning experience. In other words, the non-VR version of Mondly may not afford authentic learning environments where learners can visit places with actual objects and experience real-life scenarios to the same extent as the VR version. However, it is believed that the VR version is far from the real-world environment taking users to a simulated environment; namely it is completely separated from the real environment as well (Alizadeh, 2019). Unlike VR, AR draws on the existing real world by adding digital elements wherein consumers assume those objects are genuine.
Concerning the second category, “general pedagogical design,” and its related criteria, the overall score for this category was evaluated 36 from 50 scores. The findings indicated that this language learning app is highly student-centered and learners can decide what and when to learn autonomously. Moreover, the materials are rooted in embodied and somehow informal and more formal learning. Although it does not thoroughly rely on repetitive practices, social constructivist learning is not taken for granted. According to Burston's (2015) study, this mobile app lacks communicative affordances because the learners interact only with the automaton or artificial intelligence and not with one another. Similarly, Loewen et al. (2019) indicated that Duolingo lacks contextual meaning and communicative tasks. In this line, Mondly was designed to primarily cater to lexical and grammatical elements either explicitly through translation activities or implicitly through repetition and reinforcement. The learners complete the translation by speaking, typing, and selecting the words from the multiple-choice or putting scrambled sentences into order.
Despite the perceived limitations of Mondly, including reliance on translation, the absence of interaction, and collaborative learning, towards language instruction (Reinders & Pegrum, 2015), Mondly is not thoroughly built upon the behavioristic approach involving rote learning. In other words, Mondly’s technical features are not routed in repetitive language learning. Unlike the findings of Loewen et al. (2019) on Duolingo, Mondly lacks the opportunities to engage in collaborative learning and the constructivist approach (Kim & Kwon, 2012).
Despite controversial debates about the quality and potential of educational apps in the literature, a body of research has revealed their contributions to language learning and teaching (Burston, 2015; Burston & Androulla, 2020; Kukulska-Hulme & Viberg, 2018; Sato et al., 2020). Unlike vague and abstract materials presented in some coursebooks, similar to Chen et al.’s (2020) findings, the results indicated that Mondly engaged learners in meaningful real-world learning where the users can benefit from the multimodal features of this colorful and pictorial app. Given the well-organized design of Mondly, the navigation, and access to the main topics, tests, vocabulary, and settings, it can attract language learners to study willingly across time and space.
On the other hand, the evaluation showed that the learners are tied to some preselected or controlled practices. Therefore creativity and criticality may not be thoroughly met in this app. In a similar vein, some researchers have argued that learning activities on mobile apps lack pedagogical innovation. Kukulska-Hulme and Viberg (2018) observed that technical support and program rigidity could hinder innovation.
The third category, “pedagogical design,” was estimated at 11 from 15. The content is mainly rooted in explicit knowledge of native cultural aspects such as friendship, family, music, food, and school. The lessons are organized around the topics that cover the language items, i.e., vocabulary acquisition and grammar learning, to ensure that learners have reasonable control of the high-frequency vocabulary of the language and to select and sequence grammar items appropriately. Mondly offers multimodal learning content that includes audio, text, and visual assistance to help students visualize, contextualize, and assess their understanding. In line with the study of Sato et al. (2020), the results of the current evaluation revealed that the learners might gain autonomy in blended learning settings to pick up the vocabulary. However, this does not mean that the success of Mondly in improving vocabulary implies that it is effective in various areas of language knowledge and skills (Tommerdahl et al., 2022).
In line with the study of Loewen et al. (2019), found that Duolingo caters to “L1–L2/L2–L1 translations, multiple-choice translations, and dictation” (p. 5). That is, the way of delivering new words may offer teaching through translation or the concept of the grammar-translation method. The words are delivered in the target language one by one or in a word list with their pronunciation. At the same time, the learners match the corresponding picture or supply the translation that resorts to the users’ first language (L1). It could thus be argued that when it comes to applying those words in new situations, the learners may be unable to apply them. According to Widdowson (1987, as cited in Nunan, 1988), learners may be unable to apply what they have learned in new settings. Still, they will be able to execute in the limited scenarios they have practiced.
Concerning presenting grammar in this app, it seems that the verbs are presented in a logical sequence of George’s Verb Form Frequency Count (George, 1963). Concerning the cultural aspects, it is postulated that they are implied within the topics and are limited to learning the native culture. Mondly is not concerned with intercultural competence (communicative approach). Furthermore, the primary focus of this app is to learn a language from the users’ native language. In other words, the users of this app rely on translation to learn the second language. It may be argued that by encouraging the learners to carry out a task through translation, they can resort to translation for language learning.
Regarding the fourth category, i.e., SLA, the score was 14 out of 25. The response to the type of feedback given to oral speech was the lower average among other criteria, which was 1.94 out of 5.00. Owing to the absence of human interaction or peer feedback, the only interactivity was with the partner’s character. Hence no negotiation of meaning was available. However, a great deal of automated feedback was provided explicitly and directly for the written mistakes and extra elaboration on the topic. The speech-to-text functionality seems satisfactory, although the conversation can be taken unreal (thelingoworld.com). Despite having a chatbot, Mondly is limited to providing a situation wherein the chatbot imitates the conversation, and the learners can practice by responding to those conversational prompts. When the users had a conversation with the chatbot, they did not get clear feedback on improving their pronunciation. Consequently, due to the absence of social interaction or negotiation of meaning among the learners, Mondly can afford little opportunity for a social constructivist learning approach. Similarly, Loewen et al. (2019) indicated that Duolingo’s feedback mostly consisted of displaying a right response or marking a ‘Right/Wrong’ evaluation. It could thus be argued that typical of MALL applications, the clarification of the request has not been provided by Mondly either.
Responding to mistakes, i.e., oral and written mistakes, may be confusing for language learners since the partner character politely asks to repeat the phrase to continue the conversation without pointing out where the mistakes or incorrect word order lie. In contrast to this, the findings of Tai et al. (2020) revealed that learners are guided through virtual scenarios while interacting with virtual characters via collaborative dialogs and receiving immediate feedback. Moreover, this study differs from Tai et al. s’ (2020) and Tai and Chen’s (2021) findings, partially suggesting that the VR version provides meaningful and dynamic interaction with virtual characters and immediate feedback through context-based learning while the non-VR version is limited to interactions with the chatbot. Although “automated feedback has been proven to be an efficient SLA design component” (Kukulska-Hulme & Viberg, 2018, p. 214), it cannot facilitate the negotiation of meaning and interaction. According to Kukulska-Hulme & Viberg (2018), a social constructivist learning strategy is formed by combining the negotiation of meaning in interaction with feedback offered by learners using mobile technology and teacher feedback.
Mondly relies heavily on a large amount of input and a significant amount of output in terms of comprehensive input and output. Using chatbot technology and speech recognition for studying foreign languages improves output, i.e., speaking and writing, and receptive skills, i.e., listening and reading. In essence, concerning comprehensive output, the users were offered different sorts of controlled practices for speaking and writing, grammar learning, and vocabulary acquisition due to the limitations of the non-VR version of Mondly. The findings above confirm Symonenko et al.’s (2020) claims that this language learning app mainly provides three types of strands, including meaning-focused input, language-focused learning, and meaning-focused output (Macalister & Nation, 2019). Likewise, the current study agrees with Tai et al. (2020) and Tai and Chen’s (2021) findings, partially suggesting that desktop VR promotes vocabulary learning by offering comprehensible input and output, input enhancement, and a learner-centered environment.
Lastly, the affective design evaluated by the learners was estimated at 9 out of 10 scores. The highest average was 4.65, related to the last criterion, i.e., the absence or presence of anxiety. The findings indicated that the stress-free environment of the app encouraged the learners to practice English. According to Macalister and Nation (2019), affective factors refer to feelings such as motivation, language anxiety, and opinions about native speakers that might impede or foster the learning process. Hence, the app seems user-friendly, enabling learners to access all parts with no limitations. Thus, they are attracted to and involved in the learning process with fun. The users assumed that they did not need to learn by memorizing route learning through repetition. Moreover, they were not forced to do a lot of homework and were not bound to complete one task to go to another level, which did not make them anxious to be prepared for every session. Hence, they were motivated to practice and learn anywhere, anytime (Al-Emran et al., 2016).
Given that Mondly is targeted at lower levels, the lack of level differentiation can be a significant disadvantage. There seems to be no discernible difference between the upper and lower levels. Therefore, it can be concluded that Mondly is more appropriate for distance learning, which can be applied as a supplementary platform to improve language skills at lower proficiency levels. However, all features are unavailable in the free version, and constantly asking to purchase the premium version is not pleasing.