Abstract:This study examines the development of oral fluency in a Computer-Mediated Communication (CMC) environment that uses a 'shouting' digital game as a pedagogical tool: Spaceteam ESL 4. Spaceteam ESL is a game for mobile devices that involves time-sensitive aural exchanges among players (English learners), with great potential to promote fluency development (via speed) in a non-threatening environment (mediated by the game, a CMC tool). 20 high-beginner/low-intermediate English as a Second Language (ESL) learners… Show more
“…The result of the study coincides with the findings of BavaHarji, Gheitanchian, and Letchumanan (2014), Gashan and Almohaisen (2014), Göktürk (2016), Grimshaw, Cardoso, and Waddington (2016), Abd Al Galil (2019), Cadena-Aguilar, and Ortega-Cuellar, and Cadena-Aguilar (2019). These studies suggested new treatments for oral fluency problems, based on using modern strategies/techniques or adopting another language skill, and these treatments proved to be effective.…”
“…The result of the study coincides with the findings of BavaHarji, Gheitanchian, and Letchumanan (2014), Gashan and Almohaisen (2014), Göktürk (2016), Grimshaw, Cardoso, and Waddington (2016), Abd Al Galil (2019), Cadena-Aguilar, and Ortega-Cuellar, and Cadena-Aguilar (2019). These studies suggested new treatments for oral fluency problems, based on using modern strategies/techniques or adopting another language skill, and these treatments proved to be effective.…”
“…Other individual differences such as L2 speaking anxiety may decrease through the use of gamified language learning apps (e.g., [11]), while willingness to engage in a task may increase [12]. Additionally, McCarty et al [10] found that mobile devices may be more effective at holding students' attention than tasks completed on a computer, as students are not as likely to multitask; for example, completing a task on a computer allows students to easily switch between windows or tabs, whereas an app covers the entire screen of a mobile device.…”
“…Twenty-first century technology and language learning practices have continued to provide unique opportunities for language learners, ranging from webcam conversations (e.g., [26]) to interactions in gamified learning spaces (e.g., [11,24]). However, given that CALL is a young discipline primarily grounded in the humanities, an alternative theoretical framework to CALL can be adapted from applied sciences, particularly engineering.…”
Abstract:Combining insights from Activity Theory (Engeström, 2014), mobile-assisted language-learning (MALL) (Stockwell and Hubbard, 2013), and computer-assisted language learning (CALL) research (Chapelle, 2001), this paper proposes three levels of teacher involvement in the adaptation and/or creation of MALL resources to enhance learner interaction with the target language and potentially contribute to the field of learner-computer interactions. Specifically, this paper (1) proposes three levels of teacher involvement in MALL material creation, moving from easily adaptable pre-made materials (e.g., Duolingo) to customizable materials (e.g., Quizlet) and finally to teacher-created materials (e.g., Moodle); (2) demonstrates how these levels of design can be implemented in a MALL context to increase target language interaction according to Activity Theory (e.g., how teachers can incorporate gaming features into their online courses); and (3) concludes with recommendations as to how MALL "engineers" can work together to enhance the overall L2 learning experience and potentially collaborate in research and in the design of pedagogical materials. From a pedagogical standpoint, through these three levels of teacher involvement in material creation, teachers can extend the reach of their classrooms by mobilizing the target L2 environments, depending on their MALL/CALL proficiency and/or interests. This approach also invites second language acquisition scholars from a wide range of technological abilities to contribute to CALL research.
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