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Mobile apps and games to foster
students’ writing competences
Anke Berns
Manuel Palomo Duarte
Juan Manuel Dodero
Manuel Zurera Pérez
ANTWERP CALL 2014
Content
1. Teaching background
2. Purpose of the study
3. Game-structure and design
4. Software-Architecture
5. Experience
6. Methods/ Instruments
7. Conclusions
8. Future work
9. Acknowledgements
● very large language courses
● few hours of formal learning/many hours of informal
learning
● few opportunities to individually attend learner needs
● need for more individualized feedback
● need for more language input and output
1. Teaching Background
● the potential of smartphones to enhance language
learning in general as well as to focus on specific language
skills such as writing in and outside the classroom
● the possibilities of designing highly interactive learning
materials and environments for mobile devices
2. Purpose of the study is to explore:
3. Game-structure
3.1 Game-design
3.1.1 Single -Player-Mode
Test 1 Test 2 Test 3
● feedback that helps learners to succeed in their
“game” (immediate feedback)
● feedback that allows learners to reflect on their
errors and weaknesses (delayed & extensive
feedback)
3.1.2 Feedback Design
Instant feedback Delayed feedback
3.1.3 Implicit feedback
Test 2 Test 2
Instant explicit feedback Delayed extended feedback
3.1.4 Explicit feedback
Test 3 Test 3
3.1.5 Gamification of the APP
● time-limit
● scores
● feedback on game-performance
3.1.6 Collaborative role-play gymkhana: Catch
me, if you can!
Catch me, if you can!
Video
4. Software architecture
● Openfire chat server
registers conversation logs
● the app connects to the
server to register for a
game
● when all students are
connected the server
creates teams and starts
the game
● player identities are
hidden during the game
(students need to use chat),
but stored by the server
5.1 Participants
● 108 students from the A1.1 level, who participated
voluntarily in an acceptance and usability test of the first
stable version
● study was carried out in 2 sessions:
5. The experience
Session 1
Students
individually played
levels 1-3
Session 2
Students performed a
collaborative role-play
(level 4)
▪ 6.1 Pre- and posttest
▪ 6.2 Paired Samples Test
▪ 6.3 Previous writing tasks> pre-test results
▪ 6.4 Previous writing tasks> post-test results
▪ 6.5 Survey
6. Method and Instruments
The use of mobile phones offers new possibilities to provide
students with:
● highly interactive learning environments
● versatile opportunities to get new language input and
to interact with other users in the target language
● to facilitate ubiquitous learning
7. Conclusions
● to implement more learning contents and levels
● to adapt the app for other foreign languages
● to use the app with a larger sample size
● to analyze students’ log and text-chat interactions
● to analyze the correlation of feedback (instant feedback
& delayed Feedback) and learning outcomes
8. Future work
Would you like to test the App?
● App is available as
open-source
software
● language
independent
What you need!
● a server
● android 2.3
● integrated camera
● Wifi/3G connection
anke.berns@uca.es (Dep. de Filología Francesa e Inglesa, UCA)
manuel. palomo@uca.es (Dep. of Computer Science, UCA)
juanmanuel.dodero@uca.es (Dep. of Computer Science, UCA)
manuel.perezzurera@alum.uca.es (Dep. of Computer Science, UCA)
For any further question please
write us an email:
This work has been funded by:
● the Andalusian Government under the ASCETA (Ref. P09-TIC-5230, PAIDI
programme);
● the Tecnologías móviles para el aprendizaje ubicuo de alemán (PI_14_104)
project of UCA programme for Researching and Innovation in Education;
● the European Union under the OpenDiscoverySpace (CIP-ICT-PSP-2011-5)
project;
● We would also like to thank David Romero, the Free/Libre Software and Open
Knowledge Office at UCA (OSLUCA), Mar Dodero, Cristina Ortega, Ignacio Calleja,
Pilar Romero and Andrea Calderón for their support during the project development.
Acknowledgements

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CALL Antwerp 2014

  • 1. Mobile apps and games to foster students’ writing competences Anke Berns Manuel Palomo Duarte Juan Manuel Dodero Manuel Zurera Pérez ANTWERP CALL 2014
  • 2. Content 1. Teaching background 2. Purpose of the study 3. Game-structure and design 4. Software-Architecture 5. Experience 6. Methods/ Instruments 7. Conclusions 8. Future work 9. Acknowledgements
  • 3. ● very large language courses ● few hours of formal learning/many hours of informal learning ● few opportunities to individually attend learner needs ● need for more individualized feedback ● need for more language input and output 1. Teaching Background
  • 4. ● the potential of smartphones to enhance language learning in general as well as to focus on specific language skills such as writing in and outside the classroom ● the possibilities of designing highly interactive learning materials and environments for mobile devices 2. Purpose of the study is to explore:
  • 8. ● feedback that helps learners to succeed in their “game” (immediate feedback) ● feedback that allows learners to reflect on their errors and weaknesses (delayed & extensive feedback) 3.1.2 Feedback Design
  • 9. Instant feedback Delayed feedback 3.1.3 Implicit feedback Test 2 Test 2
  • 10. Instant explicit feedback Delayed extended feedback 3.1.4 Explicit feedback Test 3 Test 3
  • 11. 3.1.5 Gamification of the APP ● time-limit ● scores ● feedback on game-performance
  • 12. 3.1.6 Collaborative role-play gymkhana: Catch me, if you can!
  • 13. Catch me, if you can! Video
  • 14. 4. Software architecture ● Openfire chat server registers conversation logs ● the app connects to the server to register for a game ● when all students are connected the server creates teams and starts the game ● player identities are hidden during the game (students need to use chat), but stored by the server
  • 15. 5.1 Participants ● 108 students from the A1.1 level, who participated voluntarily in an acceptance and usability test of the first stable version ● study was carried out in 2 sessions: 5. The experience Session 1 Students individually played levels 1-3 Session 2 Students performed a collaborative role-play (level 4)
  • 16. ▪ 6.1 Pre- and posttest ▪ 6.2 Paired Samples Test ▪ 6.3 Previous writing tasks> pre-test results ▪ 6.4 Previous writing tasks> post-test results ▪ 6.5 Survey 6. Method and Instruments
  • 17. The use of mobile phones offers new possibilities to provide students with: ● highly interactive learning environments ● versatile opportunities to get new language input and to interact with other users in the target language ● to facilitate ubiquitous learning 7. Conclusions
  • 18. ● to implement more learning contents and levels ● to adapt the app for other foreign languages ● to use the app with a larger sample size ● to analyze students’ log and text-chat interactions ● to analyze the correlation of feedback (instant feedback & delayed Feedback) and learning outcomes 8. Future work
  • 19. Would you like to test the App? ● App is available as open-source software ● language independent What you need! ● a server ● android 2.3 ● integrated camera ● Wifi/3G connection
  • 20. anke.berns@uca.es (Dep. de Filología Francesa e Inglesa, UCA) manuel. palomo@uca.es (Dep. of Computer Science, UCA) juanmanuel.dodero@uca.es (Dep. of Computer Science, UCA) manuel.perezzurera@alum.uca.es (Dep. of Computer Science, UCA) For any further question please write us an email:
  • 21. This work has been funded by: ● the Andalusian Government under the ASCETA (Ref. P09-TIC-5230, PAIDI programme); ● the Tecnologías móviles para el aprendizaje ubicuo de alemán (PI_14_104) project of UCA programme for Researching and Innovation in Education; ● the European Union under the OpenDiscoverySpace (CIP-ICT-PSP-2011-5) project; ● We would also like to thank David Romero, the Free/Libre Software and Open Knowledge Office at UCA (OSLUCA), Mar Dodero, Cristina Ortega, Ignacio Calleja, Pilar Romero and Andrea Calderón for their support during the project development. Acknowledgements