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Digital technology for Language
      Teaching and Learning



 Cecilia
 Goria

23/02/2012
What makes language learning special?



       Time required on the
                                       Type of effort:
    learning effort: far beyond
                                  memorization, repetition,
     the time of contact hours                                Different skills involved
                                  consolidation, continuous
       possible in a standard
                                         practice etc.
         language course;



     Continuous learning in
    small doses rather than all           Context              Authentic materials
            in one go




        Social interaction         Continuous evaluation              More?
What are the main difficulties?



            L1          Language
       interference      barrier



       Memorizing     Consciousness


         Foreign
                      Can you think
        Language
                       of others?
         Anxiety
Main Applications of CALL

  Word Processing: spelling checkers   Practice
  Gaming
  Literature: linking literature to    Simulations
  multimedia
  Corpus Linguistics: concordancer     Communication
  Computer Mediated Communication
  Web resources                        Flexibility
  Adaptation of other materials for
  CALL                                 Other?
  Mobile Technology

  (Beatty 2010)
CALL

First CALL (1970s to 1980s) based on text because no sound and
image on computers. Mainly drill-and-practice, delivery of
instructions.

Second CALL (1990s to present day) based on multimedia, more
interesting, richer environment. Still drill-and-practice but more
emphasis on communication.

Third CALL: (1993 to present day) = Web CALL, opens up the field
to a whole new world of resources. However, it remained drill-and-
practice (on the Web) for a long time. A proliferation of authoring
tools, (eg Hotpotatoes, integrated to VLEs) to create an abundance
of Quizzes such as Multiple Choices, Fill in the Gaps, etc., many
freely accessible online.

Adapted from: http://www.ict4lt.org/en/index.htm
Third CALL


Web 2.00: “a move away from static
websites” (Beatty 2010).
Fosters communication, sharing,
knowledge building, creation of
communities/affinity groups, ownership
of learning, initiative, motivation,
engagement.
Web 2.00


Blogs, discussion boards, wikis, social
networks, virtual worlds, etc. – all
supported by the increasing number of
more and more sophisticated desktop and
mobile applications.
Web 2.0 contd

Web 2.00 is significant for language learning
in providing the context for continuous
practice especially outside the classroom, in
developing learner autonomy, and especially
in offering the contextual authenticity that
traditional classrooms do not provide.

These features are further enhanced by the
fact that the online environment lowers
inhibition.
Online Disinhibition

Online disinhibition (Joinson 1998, 2001)
is mainly due to the illusion of anonymity
and invisibility given by the possibility to
hide behind the monitor and newly
created online identities.

This may lead people to behave in ways
that differ from their normal behaviour in
face-to-face (F2F) situations (Suler 2004).
Pedagogy 2.0

"a learner-based, communal, media-rich
and flexible approach [which] uses social
software tools to enable the development
of dynamic communities through
connectivity, communication, and
participation"

(McLoughlin and Lee 2008:3)
Creating/Editing/Sharing

                             Text
Pedagogy 2.0 applications




                             Word clouds
                             Images
                             Digital story telling
                             Podcasts
                             Videos
Speaking


                            • Voice based email: Mailvu, Eyejot,
Pedagogy 2.0 applications




                              Vocaroo;
                            • Audio/Video journals: Keek
                            • Voiced discussion boards: Gong,
                              Audioboo, Voxopop;
                            • Q&A: VewYou, Intervue.me;
                            • Recording: Audacity
Blogs


                      • Support reflections, self-regulation,
Pedagogy 2.0 spaces




                        self/peer/tutor feedback;

                      • Correction of language mistakes;

                      • Support practice of writing, speaking (if
                        voiced)
Discussion boards


                      • Foster participation, reduction of foreign
Pedagogy 2.0 spaces




                        language anxiety self/peer/tutor feedback

                      • Correction of language mistakes

                      • Support practice of writing and speaking
                        (if voiced) skills.
Wikis


                      • Foster collaboration, sharing;
Pedagogy 2.0 spaces




                      • New knowledge is created through the
                        incongruity between people's
                        knowledge and the information in the
                        wiki (Moskaliuk et al. 2009).
Social Networks

                      • Support extension of the “community of inquiry”
Pedagogy 2.0 spaces



                        (Garrison and Anderson 2003; Burgess et al. 2010)
                        beyond the classroom. Thus foster knowledge
                        sharing;

                      • Social presence (Yamada 2009)

                      Livemocha, Buusu, Facebook (special interest groups),
                      etc.

                      Umbrella term for several types of applications: text
                      based, video based, sound based, images, etc.
Virtual Worlds

                      • Provide contextualized learning, exposure to
                        authentic speech, rich and stimulating
Pedagogy 2.0 spaces




                        environment, communities;

                      • Playfulness (e.g. quests);

                      • Social presence (Yamada 2009) enhanced by
                        the graphic self representation (Kostantinidis et
                        al. 2010, Peterson 2006);

                      • Foster identity exploration: individualization
                        (Turkle 1995) and socialization (Taylor 2002)
Avatars

                      Avatars lower inhibitions (Meadow 2008)
Pedagogy 2.0 spaces




                      and

                      “facilitate and motivate the interaction
                      among users as well as the user’s
                      engagement with the virtual world”
                      (Talamo and Ligorio 2001:111).
Pedagogy 2.0 spaces               Avatars


                      Attractive avatars tend to be more willing
                      to self disclosure, taller avatars are more
                      confident and assertive (Yee et al. 2009).
Avatars


                 People with avatars more attractive than
                 their real selves tend to be more
Web 2.0 spaces




                 extroverted and more confident in virtual
                 worlds than they are in real life
                 (Messinger et al. 2008).
Pedagogy 2.0 spaces   Second Life
Games

                      Games: playfulness, motivation, engagement,
Pedagogy 2.0 spaces




                      affinity group (Boellstorf 2008, Whitton (2010),
                      language socialization (Thorne S. et al. 2009 and
                      references therein)

                      Use of the language becomes an added activity to
                      gaming (Bryant 2006)

                      Commercial games, commercial game-like
                      packages for language learning, adaptions (WoW)
Pedagogy 2.0 spaces    WoW in Education




                      http://www.youtube.com/watch?v=rZ3Zn_VEV20&feature=play
                      er_embedded#!
OERs

• Recent development of online
  education is the spread of OERs
  (Open Education Resources):
• Repositories of study materials,
  teaching materials, more autoring
  tools
• Toolkits – UoN – an example
• Fully fledged courses
MOOCs




Cormier and Siemens (2010)
MOOCs



Are MOOCs good for Language Learning ?



Here some thoughts about a LMOOC
Limitations

• Technical glitches
• IT skills (digital natives vs. digital
  immigrants (Prensky 2001)) - ????
• Distance and isolation (lack of F2F
  Stodel et al. 2006)
• Lack of bodily-presence (Dreyfus
  2009) - ???? (Blake 2002)
Teacher’s perspective

Russell Stannard

Nick Peachey

Josè Picardo

Edudemic

among many others
References

Beatty, K. (2012) (2nd ed) Teaching and Researching Computer-Assisted Language Learning. Longman
Blake, N. (2002) Hubert Dreyfus on Distance Education: relays of educational embodiment. Educational Philosophy and Theory 34, 4, pp. 379-385.
Boellstorff, T. (2008) Coming of Age in Second Life. Oxford: Princeton University Press.
Bryant, T. (2006) Using World of Warcraft and Other MMORPGs to Foster a Targeted, Social, and Cooperative Approach Toward Language Learning.
Burgess et al., (2010) Teaching and Learning in Second Life: Using the Community of Inquiry (CoI) model to support online instruction with graduate in
instructional technology. Internet and Higher Education 13, pp. 84-88.
Cormier, D. and Siemens, G. The Open Course Thorugh the Open Door: Open Courses as Reaserch, Learning and Engagement. EDUCAUSE review,
July/August 2010, pp. 31-39.
Dreyfus, H. L. (2009) On the internet (2nd ed) London: Routledge
Garrison D.R. and Anderson T. (2003) E-Learning in the 21st Century: A framework for Research and Practice. London, Routledge.
Joinson, A. N. (1998) Causes and implications of disinhibition on the Internet. In The Psychology of the Internet, Gackenbach, J. (ed.). Academic Press:
New York; 43-60.
Joinson, A.N. (2001) Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity. European Journal of
Social Psychology 31, pp. 177-192.
Kostantinidis, A. et al. (2010) Fostering collaborative learning in Second Life: Metaphors and affordances, Computers & Education 55, pp. 603-615
McLoughlin, C. and Lee, M. (2008) Future Learning Landscapes: Transforming Pedagogy through Social Software. innovate. 4 (5) June/July 2008.
Meadow, M.S. (2008) I, Avatar. The Culture and Consequences of having a Second Life. Berkeley: New Riders.
Messinger, P. et al. (2008) On the Relationship between My Avatar and Myself. Journal of Virtual Worlds Research 1, 2, pp. 1-17.
Moskaliuk et al. (2009) Wiki-supported learning and knowledge building: effects of ncopngruity between knowledge and information. Journal of
Computer Assited Language Learning, 25 pp 549- 561.
Peterson, M. (2006) Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning 19, 1, pp. 79-
103.
Prensky, M. (2001) Digital natives, digital immigrants. On the Horizon, NCB University Press, 9, 5, pp. 1-6.
Stodel, E. et al. (2006). Learners' Perspectives on What is Missing from Online Learning: Interpretations through the Community of Inquiry
Framework. The International Review of Research in Open and Distance Learning, Vol 7, No 3.
Suler, J. (2004) The Online Disinhibition Effect. Cyberpsychology & Behaviour 7, 3, pp. 321-326.
Talamo, A. and Ligorio, B. (2001) Strategic Identities in Cyberspace. Cyberpsychology & Behaviour 4, 1, pp. 109-122.
Taylor, T. L. (2002). Living Digitally: Embodiment in Virtual Worlds. In R. Schroeder (Ed.), The Social Life of Avatars, pp. 40-62. London: Springer.
Thorne, S. et al. (2009) Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming. The Modern Language
Journal, 93, Focus Issue, pp. 802-821.
Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.
Whitton, N. (2010) Learning with Digital Games: A practical guide to engaging students in higher education. London: Routledge.
Yamada, M. (2009) The role of social presence in learner-centered ommunicative language learning using synchronous computer-mediated
communication: Experimental study. Computers & Education, 52, pp. 820-833.
Yee N., et al.. (2009) The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline Behaviour. Communication
Research. 36, 2, pp. 285-312.

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Digital technology for language teaching and learning

  • 1. Digital technology for Language Teaching and Learning Cecilia Goria 23/02/2012
  • 2. What makes language learning special? Time required on the Type of effort: learning effort: far beyond memorization, repetition, the time of contact hours Different skills involved consolidation, continuous possible in a standard practice etc. language course; Continuous learning in small doses rather than all Context Authentic materials in one go Social interaction Continuous evaluation More?
  • 3. What are the main difficulties? L1 Language interference barrier Memorizing Consciousness Foreign Can you think Language of others? Anxiety
  • 4. Main Applications of CALL Word Processing: spelling checkers Practice Gaming Literature: linking literature to Simulations multimedia Corpus Linguistics: concordancer Communication Computer Mediated Communication Web resources Flexibility Adaptation of other materials for CALL Other? Mobile Technology (Beatty 2010)
  • 5. CALL First CALL (1970s to 1980s) based on text because no sound and image on computers. Mainly drill-and-practice, delivery of instructions. Second CALL (1990s to present day) based on multimedia, more interesting, richer environment. Still drill-and-practice but more emphasis on communication. Third CALL: (1993 to present day) = Web CALL, opens up the field to a whole new world of resources. However, it remained drill-and- practice (on the Web) for a long time. A proliferation of authoring tools, (eg Hotpotatoes, integrated to VLEs) to create an abundance of Quizzes such as Multiple Choices, Fill in the Gaps, etc., many freely accessible online. Adapted from: http://www.ict4lt.org/en/index.htm
  • 6. Third CALL Web 2.00: “a move away from static websites” (Beatty 2010). Fosters communication, sharing, knowledge building, creation of communities/affinity groups, ownership of learning, initiative, motivation, engagement.
  • 7. Web 2.00 Blogs, discussion boards, wikis, social networks, virtual worlds, etc. – all supported by the increasing number of more and more sophisticated desktop and mobile applications.
  • 8. Web 2.0 contd Web 2.00 is significant for language learning in providing the context for continuous practice especially outside the classroom, in developing learner autonomy, and especially in offering the contextual authenticity that traditional classrooms do not provide. These features are further enhanced by the fact that the online environment lowers inhibition.
  • 9. Online Disinhibition Online disinhibition (Joinson 1998, 2001) is mainly due to the illusion of anonymity and invisibility given by the possibility to hide behind the monitor and newly created online identities. This may lead people to behave in ways that differ from their normal behaviour in face-to-face (F2F) situations (Suler 2004).
  • 10. Pedagogy 2.0 "a learner-based, communal, media-rich and flexible approach [which] uses social software tools to enable the development of dynamic communities through connectivity, communication, and participation" (McLoughlin and Lee 2008:3)
  • 11. Creating/Editing/Sharing Text Pedagogy 2.0 applications Word clouds Images Digital story telling Podcasts Videos
  • 12. Speaking • Voice based email: Mailvu, Eyejot, Pedagogy 2.0 applications Vocaroo; • Audio/Video journals: Keek • Voiced discussion boards: Gong, Audioboo, Voxopop; • Q&A: VewYou, Intervue.me; • Recording: Audacity
  • 13. Blogs • Support reflections, self-regulation, Pedagogy 2.0 spaces self/peer/tutor feedback; • Correction of language mistakes; • Support practice of writing, speaking (if voiced)
  • 14. Discussion boards • Foster participation, reduction of foreign Pedagogy 2.0 spaces language anxiety self/peer/tutor feedback • Correction of language mistakes • Support practice of writing and speaking (if voiced) skills.
  • 15. Wikis • Foster collaboration, sharing; Pedagogy 2.0 spaces • New knowledge is created through the incongruity between people's knowledge and the information in the wiki (Moskaliuk et al. 2009).
  • 16. Social Networks • Support extension of the “community of inquiry” Pedagogy 2.0 spaces (Garrison and Anderson 2003; Burgess et al. 2010) beyond the classroom. Thus foster knowledge sharing; • Social presence (Yamada 2009) Livemocha, Buusu, Facebook (special interest groups), etc. Umbrella term for several types of applications: text based, video based, sound based, images, etc.
  • 17. Virtual Worlds • Provide contextualized learning, exposure to authentic speech, rich and stimulating Pedagogy 2.0 spaces environment, communities; • Playfulness (e.g. quests); • Social presence (Yamada 2009) enhanced by the graphic self representation (Kostantinidis et al. 2010, Peterson 2006); • Foster identity exploration: individualization (Turkle 1995) and socialization (Taylor 2002)
  • 18. Avatars Avatars lower inhibitions (Meadow 2008) Pedagogy 2.0 spaces and “facilitate and motivate the interaction among users as well as the user’s engagement with the virtual world” (Talamo and Ligorio 2001:111).
  • 19. Pedagogy 2.0 spaces Avatars Attractive avatars tend to be more willing to self disclosure, taller avatars are more confident and assertive (Yee et al. 2009).
  • 20. Avatars People with avatars more attractive than their real selves tend to be more Web 2.0 spaces extroverted and more confident in virtual worlds than they are in real life (Messinger et al. 2008).
  • 21. Pedagogy 2.0 spaces Second Life
  • 22. Games Games: playfulness, motivation, engagement, Pedagogy 2.0 spaces affinity group (Boellstorf 2008, Whitton (2010), language socialization (Thorne S. et al. 2009 and references therein) Use of the language becomes an added activity to gaming (Bryant 2006) Commercial games, commercial game-like packages for language learning, adaptions (WoW)
  • 23. Pedagogy 2.0 spaces WoW in Education http://www.youtube.com/watch?v=rZ3Zn_VEV20&feature=play er_embedded#!
  • 24. OERs • Recent development of online education is the spread of OERs (Open Education Resources): • Repositories of study materials, teaching materials, more autoring tools • Toolkits – UoN – an example • Fully fledged courses
  • 26. MOOCs Are MOOCs good for Language Learning ? Here some thoughts about a LMOOC
  • 27. Limitations • Technical glitches • IT skills (digital natives vs. digital immigrants (Prensky 2001)) - ???? • Distance and isolation (lack of F2F Stodel et al. 2006) • Lack of bodily-presence (Dreyfus 2009) - ???? (Blake 2002)
  • 28. Teacher’s perspective Russell Stannard Nick Peachey Josè Picardo Edudemic among many others
  • 29. References Beatty, K. (2012) (2nd ed) Teaching and Researching Computer-Assisted Language Learning. Longman Blake, N. (2002) Hubert Dreyfus on Distance Education: relays of educational embodiment. Educational Philosophy and Theory 34, 4, pp. 379-385. Boellstorff, T. (2008) Coming of Age in Second Life. Oxford: Princeton University Press. Bryant, T. (2006) Using World of Warcraft and Other MMORPGs to Foster a Targeted, Social, and Cooperative Approach Toward Language Learning. Burgess et al., (2010) Teaching and Learning in Second Life: Using the Community of Inquiry (CoI) model to support online instruction with graduate in instructional technology. Internet and Higher Education 13, pp. 84-88. Cormier, D. and Siemens, G. The Open Course Thorugh the Open Door: Open Courses as Reaserch, Learning and Engagement. EDUCAUSE review, July/August 2010, pp. 31-39. Dreyfus, H. L. (2009) On the internet (2nd ed) London: Routledge Garrison D.R. and Anderson T. (2003) E-Learning in the 21st Century: A framework for Research and Practice. London, Routledge. Joinson, A. N. (1998) Causes and implications of disinhibition on the Internet. In The Psychology of the Internet, Gackenbach, J. (ed.). Academic Press: New York; 43-60. Joinson, A.N. (2001) Self-disclosure in computer-mediated communication: The role of self-awareness and visual anonymity. European Journal of Social Psychology 31, pp. 177-192. Kostantinidis, A. et al. (2010) Fostering collaborative learning in Second Life: Metaphors and affordances, Computers & Education 55, pp. 603-615 McLoughlin, C. and Lee, M. (2008) Future Learning Landscapes: Transforming Pedagogy through Social Software. innovate. 4 (5) June/July 2008. Meadow, M.S. (2008) I, Avatar. The Culture and Consequences of having a Second Life. Berkeley: New Riders. Messinger, P. et al. (2008) On the Relationship between My Avatar and Myself. Journal of Virtual Worlds Research 1, 2, pp. 1-17. Moskaliuk et al. (2009) Wiki-supported learning and knowledge building: effects of ncopngruity between knowledge and information. Journal of Computer Assited Language Learning, 25 pp 549- 561. Peterson, M. (2006) Learner interaction management in an avatar and chat-based virtual world. Computer Assisted Language Learning 19, 1, pp. 79- 103. Prensky, M. (2001) Digital natives, digital immigrants. On the Horizon, NCB University Press, 9, 5, pp. 1-6. Stodel, E. et al. (2006). Learners' Perspectives on What is Missing from Online Learning: Interpretations through the Community of Inquiry Framework. The International Review of Research in Open and Distance Learning, Vol 7, No 3. Suler, J. (2004) The Online Disinhibition Effect. Cyberpsychology & Behaviour 7, 3, pp. 321-326. Talamo, A. and Ligorio, B. (2001) Strategic Identities in Cyberspace. Cyberpsychology & Behaviour 4, 1, pp. 109-122. Taylor, T. L. (2002). Living Digitally: Embodiment in Virtual Worlds. In R. Schroeder (Ed.), The Social Life of Avatars, pp. 40-62. London: Springer. Thorne, S. et al. (2009) Second Language Use, Socialization, and Learning in Internet Interest Communities and Online Gaming. The Modern Language Journal, 93, Focus Issue, pp. 802-821. Turkle, S. (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster. Whitton, N. (2010) Learning with Digital Games: A practical guide to engaging students in higher education. London: Routledge. Yamada, M. (2009) The role of social presence in learner-centered ommunicative language learning using synchronous computer-mediated communication: Experimental study. Computers & Education, 52, pp. 820-833. Yee N., et al.. (2009) The Proteus Effect Implications of Transformed Digital Self-Representation on Online and Offline Behaviour. Communication Research. 36, 2, pp. 285-312.