CALL for widening participation: short papers from EUROCALL 2020
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9782490057818

Author(s):  
Yanjie Song ◽  
Yin Yang

The purpose of this study was to investigate the effect of a mobile User-Generated-Content (m-UGC) tool on enhancing primary students’ vocabulary learning motivation and learning outcomes. A total of 40 primary students in Hong Kong participated in this study. The results showed using the m-UGC tool could increase primary students’ learning motivation and significantly improve their vocabulary learning.


Author(s):  
Çiler Hatipoğlu ◽  
Elżbieta Gajek ◽  
Lina Miloshevska ◽  
Nihada Delibegović Džanić

Online crowdsourcing sites/platforms have become popular in recent years. This study aims to uncover when, where, and how language learners in Turkey (TUR), Poland (POL), Macedonia (MAC), and Bosnia and Herzegovina (B&H) make use of the available crowdsourcing websites/games to learn foreign languages. To ensure parallelism among the data collected in the four countries, a cross-culturally appropriate online questionnaire in English comprised of two parts was designed for this study. Part one gathered information about the use of crowdsourcing sites, tools, and games, while part two elicited background information related to the participants (N=211). The data were analysed considering country- and context-specific variables. The results show that there are more similarities than differences in the ways informants in the studied countries perceive, and employ crowdsourcing resources to learn languages. Therefore, the findings might provide insights for experts, material developers and teacher trainers striving to create cross-culturally valid crowdsourcing platforms/games.


Author(s):  
Hiroki Ishizuka ◽  
Martine Pellerin

Mobile COLT is a portable platform for analysis of activities in the second language classroom, and is based on the well-known Communicative Orientation of Language Teaching (COLT) scheme (Spada & Fröhlich, 1995). It has been developed to facilitate real-time class analysis using a Windows tablet. This paper first describes the COLT analysis scheme, and expounds on the functions of Mobile COLT, its application in classroom practices, and the development of the Artificial Intelligence (AI) version (AI Mobile COLT). It also briefly reports on two studies carried out in Japan to examine how the use of Mobile COLT can further promote language teaching development. Then, the paper briefly describes a collaborative project initiated by the authors to explore how the AI Mobile COLT system can be combined with an ePortfolio platform in Moodle to provide quantitative data built on an evidence-based framework.


Author(s):  
Maryam Sadat Mirzaei ◽  
Kourosh Meshgi ◽  
Toyoaki Nishida

The emergence of virtual worlds and simulation games provide ample opportunities for developing cultural competence by offering a visual, contextual, immersive, and interactive experience. Learners can benefit from contextual interactions and develop cultural competencies by fulfilling quests or exploring the environment. However, most of the existing systems contain few pre-designed scenarios, inadequate for covering unique aspects of different cultures. This study introduces a situation creation toolkit for teachers and learners to design their culture-specific scenarios in a 3D environment and share it with others to experience such situations. In a preliminary experiment, 37 English learners with different cultural backgrounds created a scenario, specific to their culture, and provided proper/improper communicative choices as well as cultural-related notes. Scenarios were then exchanged to those of different cultures for role-playing and decision-making. Results highlighted the influence of L1 culture and stereotyping when facing an unfamiliar cultural context, thus leading to culturally unacceptable behavior. Findings suggest that through real-life scenario design and experience, our platform can prepare learners to interact in culturally appropriate ways and encourages them to gain cross-cultural competence.


Author(s):  
Sandra Healy ◽  
Yasushi Tsubota ◽  
Olivia Kennedy

This study applies social realist theory to the analysis of an ongoing online telecollaboration between Japanese undergraduate students in a classroom setting in Japan and Filipino teachers in an English conversation school in Cebu, the Philippines. The accepted goals of telecollaboration in an international context are the development of intercultural communication and linguistic skills. Analysis showed that, without guidance, the influence of Japanese educational policies on students, including a version of internationalisation known as kokusaika, can result in intracultural – rather than intercultural – communication. It is suggested that a focus on “small” – rather than “large” – culture may help address this issue in Japan, and improve intercultural and linguistic awareness.


Author(s):  
Juliane Martini

The aim of the present study was to evaluate the appropriateness of open-access reading materials for an intensive English for Academic Purposes (EAP) course, and to provide teachers with a set of criteria to select online texts systematically and efficiently. The Corpus for Veterinarians (VetCorpus) was compiled and analyzed using Lextutor corpus tools. Taking into account students’ vocabulary size, background knowledge, word frequency, proper nouns, compound words, and cognates, the VetCorpus was considered useful and appropriate for intermediate level students, but too difficult for elementary level students. Further lexical analysis showed that the VetCorpus also provides learners with opportunities to encounter technical and academic vocabulary.


Author(s):  
Areti Vasmatzoglou ◽  
Neasa Ní Chiaráin

Virtual simulation training has gained in usage in various educational fields and offers the potential to support and reinforce learning goals when practical experience is not possible. Teaching practice experience in an English as a Foreign Language (EFL) classroom is critical, yet frequently unobtainable for students in Teaching English to Speakers of Other Languages (TESOL)/English Language Teaching (ELT) Masters programmes. This paper describes the design, development, and evaluation of a gamified simulation prototype, Virtual EFL Classroom, that was built to offer teaching practice opportunities to students in such programmes. Eleven Masters students enrolled in the ELT programme at Trinity College Dublin took part in this study. Findings indicate that participants enjoyed active experimentation in Virtual EFL Classroom and that it has the potential to enhance student-teachers’ decision-making skills, flexibility, and adaptability in planning and teaching learner-centred lessons.


Author(s):  
Heather Woodward ◽  
Andrew Warrick

For three months, Japanese university learners (N=40) utilized the YoTeach! application by Pedagogic and Active Learning Mobile Solutions (PALMS) Project, PolyU as a part of their English discussion class. Researchers re-purposed the application, which originally was designed to be an online classroom backchannel, as an asynchronous, pre-task activity so that learners could exchange ideas about homework topics (e.g. university life, foreign customs) for their discussion. Researchers chose a backchannel chat room rather than a discussion forum to accommodate the learners’ spoken interactions rather than formal discussion. To foster interactions, researchers implemented the YoTeach! application based on principles in the field of second language (L2) development and Mobile-Assisted Language Learning (MALL) from Doughty and Long (2003) and Stockwell and Hubbard (2013). Using learners’ and researchers’ reflection journals, we consider ways we can connect and adapt the principles to our teaching context.


Author(s):  
Naoko Kasami

The purpose of this study was to explore students’ perceptions of individual and collective Digital Storytelling (DS). All participants were non-English major students in Japan. The study goal of the course was to acquire skills and knowledge to present ideas and messages effectively in English with the use of information communications and technology. Students in this study completed a single DS assignment under one of two different conditions; students adhering to the first condition created a digital story individually, whereas students who adhered to the second condition created a digital story collectively, in pairs or groups of three. While the analysis of the post assignment questionnaire showed that more than 90% of students under both conditions perceived the assignment positively, there are also some implications to consider for improving each approach.


Author(s):  
Hiroyuki Obari ◽  
Steve Lambacher ◽  
Hisayo Kikuchi

This study focuses on the use of emerging technologies such as Artificial Intelligence (AI) smart speakers and smartphone applications for improving the English language skills of L1 Japanese undergraduates. An empirical investigation was carried out with 82 Japanese students. Participants were required to study a variety of online English programmes using AI speakers over an eight-month period. The results showed that students using AI speakers outperformed on the Test of English for International Communication (TOEIC) a group of non-AI users, who instead exclusively used online materials. This research suggests integrating blended learning, including AI and Virtual Reality (VR), may be an effective way to improve the English proficiency of native Japanese.


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