What designs did they produce? Illustrate each briefly
Motivate & learn
Most interesting is customizable strategies
Why is this the most interesting?
Mock it up for next slide...
What did I learn? Where to now?
The takeaway is.. ?
See elsewhere for related - MALL sig presentation
Eurocall2014 MALL in the wild - design for vocabulary learning trajectories
MALL 'in the wild': learners' designs for
scaffolding vocabulary learning trajectories
Joshua Underwood, Rosemary Luckin, Niall Winters
Riemann (2013) learning trajectories
Lantolf (2011) connect experienced senses with concept/meaning
Wong (2013) design instruction across settings - seamless learning
Benford et al (2009) canonical, participant, and historic trajectories
Gaved et al (2013) learning journeys
Experience & recount
an awkward situation
Why learning trajectories? learning doesn't happen all at once
How can mobile technology help learners enact vocabulary learning
Developing a design
• Checklist of things to do with a
word to help understand, use, and
• Adaptable adaptive prompting to
enact strategies if not checked
• Strategies end-user editable
• And Shareable amongst users
• Strategies can link to resources
Why don't you look up 'awkward'
Provide adaptable adaptive
prompting for enactment of
'designed' learning trajectory
Design for end user re-design
(Fischer, 2013) - editable activity
Make activity suggestions/learning
trajectory designs shareable
*once a day?
Why don't you...
My favourite is... Why
don't you imagine a
situation with awkward &
• Balaam, M. (2013). Using Technology Probes to Understand the Educational Design Space. In Luckin, R., Puntambekar, S.,
Goodyear, P., Grabowski, B., Underwood, J., & Winters, N. (Eds.), Handbook of Design in Educational Technology (pp. 71-79). New
• Benford, S., Giannachi, G., Koleva, B., & Rodden, T. (2009). From interaction to trajectories. In Proceedings of CHI 09 (pp. 709-718).
New York: ACM Press. doi:10.1145/1518701.1518812
• Fischer, G. (2013). Meta-Design: Empowering All Stakeholders as Co-Designers. In Luckin, R., Puntambekar, S., Goodyear, P.,
Grabowski, B., Underwood, J., & Winters, N. (Eds.), Handbook of Design in Educational Technology (pp.135-145). NY: Routledge
• Gaved, M., Kukulska-Hulme, A., Jones, A., Scanlon, E., Dunwell, I.,Lameras, P., & Akiki, O. (2013). Creating coherent incidental
learning journeys on mobile devices through feedback and progress indicators. In QScience Proceedings mLearn2013, 13–16
• Lantolf, J. P. (2011). Integrating sociocultural theory and cognitive linguistics in the second language classroom. Handbook of research
in second language teaching and learning, 2, 303-318.
• Luckin, R. (2010). Re-Designing Learning Contexts. London: Routledge.
• Reimann, P. (2013). Design-Based Research – Designing as Research. In Luckin, R., Puntambekar, S., Goodyear, P., Grabowski, B.,
Underwood, J., & Winters, N. (Eds.), Handbook of Design in Educational Technology (pp.135-145). New York: Routledge
• Rogers, Y. (2011). Interaction design gone wild: striving for wild theory. Interactions, 18(4), 58-62.
• Underwood, J., Luckin, R., Winters, N. (2012). Managing resource ecologies for mobile, personal and collaborative self-directed
language learning. Procedia - Social and Behavioral Sciences, 34, 226-229.
• Underwood, J. (2014). Seven Challenges for Open Mobile Vocabulary Learning. Proceedings Ikasnabar 2014.
• Wong, L. (2013). Analysis of students’ after-school mobile-assisted artifact creation processes in a seamless language learning
environment. Educational Technology & Society, 16(2), 198–211.