MOBILE ASSISTED LANGUAGE LEARNING
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Keywords

MALL (Mobile-Assisted Language Learning), Immersive Technologies, Augmented Reality (AR) , Pedagogical Facilitation,Unity 3D, Learner Autonomy.

Abstract

This research examines the evolution of Mobile-Assisted Language Learning (MALL) as a pivotal paradigm in contemporary education. Unlike traditional stationary methods, MALL leverages the portability and ubiquity of handheld devices to provide a flexible, learner-centric environment. The study specifically analyzes the implementation of immersive technologies, such as Unity 3D-driven Augmented Reality (AR), which facilitate cognitive visualization through three-dimensional modeling of lexical items. By simulating real-life scenarios—such as restaurant interactions with virtual avatars—these tools mitigate linguistic anxiety and enhance phonetic precision. Furthermore, the paper underscores the transition of the instructor's role from a primary knowledge source to a 'digital facilitator.' This role involves strategic application curation, aligning software complexity with learner proficiency, and providing systematic feedback. The findings conclude that while mobile platforms offer unprecedented access to linguistic resources (IELTS, TOEFL, and ESP), their efficacy is contingent upon structured pedagogical supervision and active student engagement.

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References

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