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This paper discusses the role of authenticity and authenticity claims in computer assisted language learning (CALL). It considers authenticity as the result of a social negotiation process rather than an innate feature of a text, object, person, or activity. From this basis, it argues that authenticity claims play an important role in both second language acquisition (SLA) and CALL, being utilized to support the legitimacy of an approach or discipline more generally, as well as in defending a specific didactic design, especially with regard to transfer and motivation. The paper distinguishes between three domains of authenticity claims essential to CALL contexts: authenticity through language (linguistic authenticity), authenticity through origin (cultural authenticity), and authenticity through daily life experiences (functional authenticity). It points out problematic aspects of engaging in authenticity claims and argues that a reflexive stance might be useful in questioning the role of authenticity claims in CALL theory and practice.
This paper sets out to discuss the monolingual problem within computer-assisted language learning (CALL) research and CALL product development, namely a lack of knowledge about how CALL products and projects can support learners in using all their linguistic resources to achieve language-learning- and language-using-related goals, and a lack of CALL products and projects that realize this potential, or that support specific plurilingual skill development. It uses an analysis of CALL-related papers to demonstrate how far CALL is impacted by a monolingual bias that it inherited from language learning pedagogy. An analysis of articles from four CALL journals across 10 years shows that although the words bilingual and multilingual appear in these journals fairly regularly, terms such as plurilingual, third language, tertiary language, L3, translanguaging, and translingual are extremely rare. Also, only eight articles could be identified that use any of these eight keywords in their title. Trends across those papers are identified. In a discussion of existing CALL products and projects that incorporate more than one language, it is argued that while commercial products often include more than one language, this is frequently in a behaviorist or grammar-translation tradition, while innovative plurilingual products and projects tend to be non-commercial and often EU/EC-funded initiatives. The article argues that CALL research and product development can not only avoid this monolingual bias, but also actively contribute to our knowledge of how all linguistic resources can be used for language learning. It makes suggestions for relevant future research areas related to multilingual computer-assisted language learning (MCALL).
In the digital wilds, storytelling practices are thriving (often in transcultural and multilingual contexts) that share with maker culture a belief in learning through doing, bricolage, collaboration, and playfulness. Key examples are fanfiction, a form of creative writing that transforms popular media in some way, and interactive fiction, a form of nonlinear narrative that verges on the world of gaming. This paper documents a pedagogical intervention carried out within the FanTALES project, which leverages creative writing and meaning-making practices from the digital wilds to develop teaching and learning activities that engage secondary school learners in the writing of multilingual interactive fanfiction. Adolescent learners of English as a foreign language (N = 21) wrote multilingual interactive fanfiction based on the digital game series Assassin's Creed. Qualitative content analysis of focus groups with these learners suggests that they experienced intrinsic motivation and developed skills in language and storytelling as well as transversal competences. They also dealt with a lowered sense of autonomy due to the open-endedness of the tasks, and struggled with a lack of sufficient knowledge about storytelling practices and the source text, as well as with project management. Potential improvements for the pedagogical implementation include more scaffolding of the tasks, and better integration with curriculum and assessment.
At a time when many language teachers are looking for research-based teaching materials that can be modified to support their students in online or digital learning, existing teaching and assessment materials developed through European grant-funded projects can provide valuable and ready-to-use resources. This paper reports on the published and forthcoming teaching materials developed by the FanTALES group for teaching multilingual interactive digital storytelling to low-to-high intermediate level learners, more specifically, the B1 level according to the Common European Framework of Reference (CEFR; Council of Europe, 2001).
What is it? Robin (n.d.) defines digital storytelling as “the practice of using computer-based tools to tell stories”, stressing that “they all revolve around the idea of combining the art of telling stories with a variety of multimedia, including graphics, audio, video, and Web publishing” (n.p.). Ohler (2009) suggests that “digital storytelling […] uses personal digital technology to combine a number of media into a coherent narrative” (p. 15). Very often, digital storytelling involves some kind of video production (see examples on https://digitalstorytelling.coe.uh.edu). Including stories and storytelling for language learning barely needs justification. The ability to tell a story is important in many life settings, from hanging out with friends to selling a product. But why digital storytelling? In 1996 The New London Group argued that the traditional perspective on literacy should be extended to encompass a broader range of meaning-making practices, including those involving digital media. In a similar vein, The Douglas Fir Group (2016) argues that “language learning is semiotic learning” (p. 27), and goes beyond the acquisition of words and structures. While engaging in digital storytelling, learners practise the target language in a potentially highly motivating context, use the target language and other linguistic resources to engage in discussion and negotiation about the process, and in the production of their stories (e.g. in a task-based language teaching tradition); also extending their repertoire of meaning-making resources through practice and reflection – cf. The New London Group’s (1996) notion of critical framing. Students of many different levels of proficiency can create engaging digital stories – from the A1-level primary school student telling a story via the Puppet Pals app, to the adult language learner engaging in a complex cross-media storytelling project.
ABSTRACT:Blogging for the purpose of language learning is often done separately from existing blogging practices, in specialized and usually monolingual language-learning blogs.
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