Handbook of Research on Integrating Technology Into Contemporary Language Learning and Teaching - Advances in Educational Technologies and Instructional Design
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9781522551409, 9781522551416

Author(s):  
Shaoqun Wu ◽  
Alannah Fitzgerald ◽  
Ian H. Witten ◽  
Alex Yu

This chapter describes the automated FLAX language system (flax.nzdl.org) that extracts salient linguistic features from academic text and presents them in an interface designed for L2 students who are learning academic writing. Typical lexico-grammatical features of any word or phrase, collocations, and lexical bundles are automatically identified and extracted in a corpus; learners can explore them by searching and browsing, and inspect them along with contextual information. This chapter uses a single running example, the PhD abstracts corpus of 9.8 million words derived from the open access Electronic Theses Online Service (EThOS) at the British Library, but the approach is fully automated and can be applied to any collection of English writing. Implications for reusing open access publications for non-commercial educational and research purposes are presented for discussion. Design considerations for developing teaching and learning applications that focus on the rhetorical and lexico-grammatical patterns found in the abstract genre are also discussed.


Author(s):  
Trude Heift ◽  
Catherine Caws

This chapter discusses the cyclical process of collecting and recycling learner data within the E-Tutor CALL system and presents a study on student usage of its data-driven learning (DDL) tool. E-Tutor consists of a static and dynamic learner corpus for L2 learners of German. The static learner corpus has been constructed from approximately 5000 learners who used the system over a period of five years. These learners provided millions of submissions from a variety of activity types. In addition, all concurrent E-Tutor users contribute data to a dynamic corpus, which allows them to compare and examine their ongoing system submissions to those contained in the static corpus. The authors conducted a study with 84 learners and recorded their interaction with the DDL tool of E-Tutor over one semester. Study results on student usage suggest that investigating sample input of a large, unknown user group might be less informative and of less interest to language learners than their own data. For the DDL tool to be useful for all proficiency levels, training and scaffolding must also be provided.


Author(s):  
Emad A. Alghamdi

Given the crucial role of vocabulary knowledge in language development, the literature is replete with studies that explore the effects of various vocabulary learning strategies. This chapter taps into two areas of research on vocabulary learning, multimodal glossing and digital gaming, and reports on an experimental study whose aim was to investigate the effect of providing EFL students (n=162) with three gloss conditions (L1 test + picture, L2 text + picture, and picture-only) when they play a video game on their vocabulary acquisition and retention. The students took two vocabulary tests immediately after playing the game, and again two weeks later. The findings revealed that while all groups benefited from multimodal glossing, the L1 text + picture gloss group significantly performed better than the other two groups in the acquisition and retention of the targeted words. The chapter concludes by discussing the limitations of the current study and suggesting new directions for future research.


Author(s):  
Nuttakritta Chotipaktanasook ◽  
Hayo Reinders

Massively multiplayer online role-playing games (MMORPGs) have been dramatically used in language education and identified in computer-assisted language learning (CALL) research as playing a central role in second language acquisition (SLA). This chapter addresses the integration of a commercially developed MMORPG Ragnarok Online into a language course as a basis for digital game-based language learning and reports on its effects on second language (L2) interaction. Thirty Thai learners of English who enrolled in a 15-week university language course were required to complete 18 face-to-face classroom lessons and six gameplay sessions. Learners' language use in both text and voice chats during gameplay was recorded and analysed to measure the effects of the game. The findings show that participating in MMORPG resulted in a significantly more considerable increase in L2 interaction that used a wider range of discourse functions compared with English interaction in the classroom. The authors discuss some of the theoretical and pedagogical implications of these findings.


Author(s):  
Bin Zou ◽  
Xinxin Yan ◽  
Hui Li

Mobile-assisted language learning (MALL) has been developed rapidly and integrated into language learning in various levels in recent years, particularly for the young generation. Many previous studies reveal that young learners have autonomous learning in using online sources or apps in the MALL context. However, not many studies in China have examined Chinese students' use of MALL. Therefore, this chapter investigates how Chinese college students perceived their use of mobile devices for English as a foreign language (EFL) learning. It was based on two small studies and focused on using online sources and mobile apps for EFL learning on learners' mobile devices. Participants were 166 students from 21 universities in China. Research tools consisted of questionnaires and interviews. The findings demonstrate a high motivation among the participants in using online sources and apps for EFL learning on their mobile devices. The results also showed the impact of different regions on students' attitudes toward MALL. Mobile apps that are related to EFL class context could enhance students' EFL learning.


Author(s):  
Martine Pellerin

The chapter examines how the use of emergent mobile technologies such as iPad and iPod in the classroom with young language learners can promote innovative learning environments and authentic oral language learning experiences. The chapter is based on a collaborative action research (CAR) project involving young French language learners in primary schools in a western province of Canada. Findings show that the affordances of mobile technologies support the creation of innovative learning environments and authentic oral language learning experiences through collaborative dialogue and peer-peer scaffolding among young language learners. The outcomes of the inquiry also demonstrate that the use of mobile devices such as iPad and iPod promotes the emergence of metacognitive reflection among learners, as well as a greater sense of agency and autonomy.


Author(s):  
Geoff Lawrence

This chapter discusses the role of the language teacher and their beliefs in realizing the potential that rapidly evolving technology-mediated tools offer second/additional language learning (L2) in an increasingly digitalized world. The promise and pressures of technology integration are first discussed highlighting the need for new approaches to pedagogy in technology-mediated L2 teaching. Factors contributing to teacher resistance are then reviewed including the unique qualities of educational resistance to technology. Research identifying the nature of teacher beliefs from a range of studies is examined along with a conceptual framework illustrating the interconnected factors shaping L2 teacher beliefs and behaviour towards educational technology. Recommendations for effective approaches to technology-directed language teacher education and areas of needed research conclude the chapter.


Author(s):  
Kayo Shintaku

Digital games have drawn attention as second and foreign language (L2) tools for providing pedagogical potentials such as authentic and meaningful language use and social learning. However, less research examines how a game design interacts with pedagogical mediation. Intermediate-level learners of Japanese (n = 9) played a vernacular game in Japanese using a vocabulary reference list and worksheets before, during, and after their gameplay. In-game vocabulary was identified as primary or secondary based on its functionality, and vocabulary pre-, post-, and delayed tests were given. Results showed good retention between the posttest and delayed test when both types of vocabulary were combined. When separated, the primary vocabulary was retained well, but the secondary vocabulary was not retained. This confirms that in-game vocabulary functionality impacts learning and implicates the careful design of supplemental materials to balance learning strategies and guide L2 learners' attention in using vernacular games.


Author(s):  
Pin-Hsiang Natalie Wu ◽  
Michael W. Marek

Using communication technology for learning is a path to new patterns of thinking. This chapter examines the affordances provided by using smartphone technology in English for cross-cultural understanding. University students from Japan and Taiwan used the popular app LINE collaboratively for five weeks, culminating in jointly-written essays. Data collection used a survey, open-ended questions, and analysis of the essays. The students saw English as an important international language in which they need competency, strongly favored use of technology to assist language learning, appreciated the study's cross-cultural experience, and found the dynamics of the group to be interesting and motivating. The authors provide four best practices for using LINE and similar applications for English learning: that they be thought of as communication tools, that students need strong support concerning required tasks, that students must understand how tasks using technology benefit them, and that true online communities may include multiple platforms.


Author(s):  
Ruby Vurdien ◽  
Pasi Puranen

This chapter reports on a Spanish-Finnish telecollaborative task-based study that was conducted with a view to exploring students' intercultural learning experience via Facebook employed as the educational platform. Nineteen Spanish and 17 Finnish students were afforded the opportunity to interact with each other in an authentic environment on the social networking site outside of class to elicit relevant information regarding each other's culture in terms of leisure activities and university education. Data analysis showed that the participants felt stimulated to take part in this novel learning experience and adopted a positive attitude towards their online interactions. They were able to manage their tasks without the assistance of their tutors, which encouraged them to become autonomous learners. Facebook can be considered an effective tool to foster intercultural competence development through successful exchange of pertinent information.


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