This systematic review study synthesizes research findings pertaining to the use of augmented reality (AR) in language learning. Published research from 2014 to 2019 has been explored and specific inclusion and exclusion criteria have been applied resulting in 54 relevant publications. Our findings determined: (a) devices and software employed for mastering AR; languages and contexts in which AR had been applied; theoretical perspectives adopted for guiding the use of AR; the number of participants in AR activities and benefits from using AR as an educational tool in the language classroom; (b) alignment of the affordances of Augmented Reality with the KSAVE (Knowledge, Skills, Attitudes, Values, Ethics) 21st-century skills framework; (c) future directions in AR research and practice. The main findings from this review demonstrate the popularity of mobile-based AR for supporting vocabulary (23.9%), reading (12.7%), speaking (9.9%) writing (8.5%) or generic language skills (9.9%). Our findings also uncovered areas that merit future attention in the application of AR in language learningfor instance learning theories were not often considered in the implementation of AR. The study concludes with suggestions for future research especially in the areas of instructional design and user experience.
Purpose
– The purpose of this study is to chart the development in computer-assisted language learning (CALL), by building a map of existing research work in the field. Based on a corpus of 163 manuscripts, published between January 2009 and September 2010 in four major journals devoted to CALL, it sets out to describe the range of topics covered under the umbrella of CALL and provide a holistic view of the field.
Design/methodology/approach
– The approach adopted in this research includes: development of the 2009-2010 CALL corpus; literature overview and initial coding scheme development; refinement of the initial coding scheme with the help of a focus group and construction of the CALL map version 1.0; refinement of the CALL map version 1.0 following a systematic approach of content analysis and development of the CALL map version 2.0; evaluation of the proposed structure and inclusiveness of all categories in the CALL map version 2.0 using card sorting technique; and finally development of the CALL map version 3.0.
Findings
– The research trends in the categories of the CALL map are discussed, as well as possible future directions in the field.
Originality/value
– This paper provides a holistic view of the field of CALL guiding both junior CALL researchers to place themselves in the field, and policy and decision makers who attempt to evaluate the current and future scholar activity in the field. Finally, it caters for more experienced researchers to focus on certain underinvestigated domains.
Abstract. This paper reports on a qualitative study of the use of social technologies, explored in the context of an intensive 650-hour Greek language course. Qualitative content analysis of instructors' field notes, students' and instructors' reflections, interviews and a focus group was employed aiming at identifying the use of social technologies as a platform for constructing an online artifact. To triangulate the findings, the study also collected data by observing students' activity with social technologies. A code scheme was developed which manifests the use of social technologies as a social constructionism platform identifying its major dimensions: exploration of ideas, construction of online artifact and evaluation of the constructed artifact. Actions within each dimension that indicate the manifestation of social constructionism are identified and discussed. This study revealed results in favor of the use of social technologies as social constructing platforms suggesting a new framework for their use.
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