“…This can be explained with the learning theory of some pedagogical approaches (e.g., situated learning) which go beyond the traditional concept of learning in classrooms, and consider that learning occurs when students are in authentic contexts with more social co-participation. This result provides further evidence for the eco-dialogical perspective of learning which highlights that the learning process occurs through the interaction between students and the learning context (Zheng & Newgarden, 2017;Zheng et al, 2018), where each context might bring various learning opportunities for students (Van Lier, 2004). This result, on the other hand, further raises concerns on how to effectively implement the needed pedagogical approach under a give learning setting, calling for further research in this regard.…”
Section: Effect Of the Interaction Between Pedagogical Approaches And...mentioning
Background StudySeveral meta‐analysis studies have investigated the effects of mobile learning on learning performance. However, limited attention has been paid to pedagogy in mobile learning, making quantitative evidence of the effects of pedagogical approaches on learning performance in mobile learning scarce. Filling this gap can therefore help stakeholders understand which mobile pedagogical approaches might work or not under which learning conditions, hence achieving better learning experience and performance.ObjectivesTo address this gap, this study conducted a meta‐analysis and research synthesis of the effects of integrated pedagogical approaches on students' learning performance in mobile learning. Additionally, this study analysed the field of education, level of education, learning setting, sample size, and mobile device as moderating variables of the effect of pedagogical approaches.MethodsThe software Comprehensive Meta‐Analysis V.3 was used for this meta‐analysis, where Hedges' g was calculated for the effect sizes. Specifically, 70 quantitative studies (N = 5575 participants) were coded and analysed.ResultsThe results indicate that pedagogical approaches in mobile learning have a large effect on students' learning performance (g = 0.93, p < 0.001). The most effective pedagogical approach was project‐based learning (huge effect), while collaborative learning, situated learning and game‐based learning had large effects. Finally, cognitive theory of multimedia learning and inquiry‐based learning had medium effects. The results also indicate that the effect is moderated by the field of education, the level of education, the learning setting, the sample size, and the mobile device. Finally, it is found that study quality might influence the overall effect size.ConclusionsThe findings of this study can be beneficial to both researchers and practitioners as they highlight and discuss which pedagogical approaches could be more effective in mobile learning under specific conditions. Further research, on the other hand, should focus on covering additional moderators of learning performance like mobile device type and screen size which is one of the limitations of this study.
“…This can be explained with the learning theory of some pedagogical approaches (e.g., situated learning) which go beyond the traditional concept of learning in classrooms, and consider that learning occurs when students are in authentic contexts with more social co-participation. This result provides further evidence for the eco-dialogical perspective of learning which highlights that the learning process occurs through the interaction between students and the learning context (Zheng & Newgarden, 2017;Zheng et al, 2018), where each context might bring various learning opportunities for students (Van Lier, 2004). This result, on the other hand, further raises concerns on how to effectively implement the needed pedagogical approach under a give learning setting, calling for further research in this regard.…”
Section: Effect Of the Interaction Between Pedagogical Approaches And...mentioning
Background StudySeveral meta‐analysis studies have investigated the effects of mobile learning on learning performance. However, limited attention has been paid to pedagogy in mobile learning, making quantitative evidence of the effects of pedagogical approaches on learning performance in mobile learning scarce. Filling this gap can therefore help stakeholders understand which mobile pedagogical approaches might work or not under which learning conditions, hence achieving better learning experience and performance.ObjectivesTo address this gap, this study conducted a meta‐analysis and research synthesis of the effects of integrated pedagogical approaches on students' learning performance in mobile learning. Additionally, this study analysed the field of education, level of education, learning setting, sample size, and mobile device as moderating variables of the effect of pedagogical approaches.MethodsThe software Comprehensive Meta‐Analysis V.3 was used for this meta‐analysis, where Hedges' g was calculated for the effect sizes. Specifically, 70 quantitative studies (N = 5575 participants) were coded and analysed.ResultsThe results indicate that pedagogical approaches in mobile learning have a large effect on students' learning performance (g = 0.93, p < 0.001). The most effective pedagogical approach was project‐based learning (huge effect), while collaborative learning, situated learning and game‐based learning had large effects. Finally, cognitive theory of multimedia learning and inquiry‐based learning had medium effects. The results also indicate that the effect is moderated by the field of education, the level of education, the learning setting, the sample size, and the mobile device. Finally, it is found that study quality might influence the overall effect size.ConclusionsThe findings of this study can be beneficial to both researchers and practitioners as they highlight and discuss which pedagogical approaches could be more effective in mobile learning under specific conditions. Further research, on the other hand, should focus on covering additional moderators of learning performance like mobile device type and screen size which is one of the limitations of this study.
“…(2015) have led the charge of calling for an EDD understanding of second language learning, particularly with regard to investigating the affordances of virtual environments. As Zheng and Newgarden (forthcoming) revealed in a comparative discussion of studies of L2 learning and digital games, there has been a tendency for researchers to follow deep-seated linguistics traditions of treating environments as inputs , of looking for changes in discrete aspects of learners’ outputs , or of analyzing discourse while completely ignoring learner movements and actions. In this study, the context of learning and L2 learners’ interactions with the material and linguistic resources of the gameplay environment are analyzed with reference to the EDD constructs explained next.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Researchers seeking to immerse L2 learners in real-world problem-solving have investigated how MMOGs support L2 learning in group play. Zheng and Newgarden (forthcoming) reviewed online gaming studies and found two major trends: (1) researchers applied traditional second language acquisition (SLA) constructs to reveal whether interaction in games led to gains in specific linguistic areas such as vocabulary development (Rankin, McNeal, Gooch & Shute, 2008; Rankin, Morrison, McNeal, Gooch & Shute, 2009) or sentence formation fluency, reading skill, or use of informal language (Peterson, 2012); or (2) researchers (Zheng et al , 2012; Newgarden, Zheng & Liu, 2015) applied emerging third-wave cognitive sciences theories such as ecological, dialogical and distributed (EDD) perspectives to overcome the inadequacy of SLA theories and methods to reveal the full potential of MMOG environments. One of the major inadequacies relates to the focus of the current ReCALL theme – multimodality – in that 3D virtual worlds, which are richly imbued with manipulable material artifacts, have been simply reduced to linguistic input, while communication mediated by avatar movements, place-based meanings, and voice modalities has been reduced to flattened text data, and participation and complex learning trajectories have been measured as if they were static or linear 2…”
In this study of affordances for second language (L2) learning in World of Warcraft (WoW) group play, we compared three gameplay episodes spanning a semester-long course. Applying multimodal analysis framed by ecological, dialogical and distributed (EDD) views (Zheng and Newgarden, forthcoming), we explored four English as a second language learners’ verbalizations and avatar actions. Players learned to take skilled linguistic action as they coordinated recurrent WoW gameplay activities (questing, planning next moves, traveling, learning a skill, etc.). Frequent activities matched Common European Framework of Reference (CEFR) speaking proficiency descriptors, used widely in L2 teaching and learning (L2TL), providing evidence that players engaged in the types of communicative activities interaction-oriented classroom approaches develop. However, in the WoW context, interactions were not planned, but emerged as players dynamically directed the course of play. Furthermore, modalities of avatar-embodiment and conversing over Skype allowed players to flexibly integrate language and actions to co-act toward game goals, discuss non-game topics during play, or demonstrate comprehension with avatar actions alone, an affordance for less verbal players. This research builds on previous work (Zheng, Newgarden & Young, 2012) relating WoW’s multiplayer activities and L2 learners’ skilled linguistic actions. We refer to Chemero’s (2009) model of the animal-environment system to explain how L2 learners develop abilities to take skilled linguistic action by acting on affordances in WoW. The EDD framework presented may enable other researchers to account for more of the complexities involved in L2 learning in multimodal, multiplayer virtual environments.
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