Abstract:The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English.We designed an open-ended space congruent with ecological and dialogical perspectives on second language acquisition. In such a space, sense-making is contingent on the relational dynamics of place, activities, and artefacts. These spaces encourage meaning-making in situ, manipulation of virtual objects with… Show more
“…Although translanguaging and code-switching have been largely researched in language classrooms (Adinolfi & Astruc, 2017;Canagarajah, 2011;García & Kleyn, 2016;García & Lin, 2016;Kramsch & Huffmaster, 2015;Liebscher & Dailey-O'Cain, 2005), and in CMC (Kötter, 2003;Rao et al, 2016;Zheng et al, 2017), research on translanguaging in online SCMC and VEs is scarce. This section details the few studies which have examined different aspects of translanguaging in oral and written interactive tasks in online or hybrid settings.…”
The Challenge Given the wide-spread use of video calls and the affordances the medium provides for foreign language learning and, specifically, for oral interaction, how do learners manage the use of multimodal and multilingual elements in oral interactive tasks? Do multimodality and linguistic repertoires aid comprehension and enhance the meaning negotiation process?
“…Although translanguaging and code-switching have been largely researched in language classrooms (Adinolfi & Astruc, 2017;Canagarajah, 2011;García & Kleyn, 2016;García & Lin, 2016;Kramsch & Huffmaster, 2015;Liebscher & Dailey-O'Cain, 2005), and in CMC (Kötter, 2003;Rao et al, 2016;Zheng et al, 2017), research on translanguaging in online SCMC and VEs is scarce. This section details the few studies which have examined different aspects of translanguaging in oral and written interactive tasks in online or hybrid settings.…”
The Challenge Given the wide-spread use of video calls and the affordances the medium provides for foreign language learning and, specifically, for oral interaction, how do learners manage the use of multimodal and multilingual elements in oral interactive tasks? Do multimodality and linguistic repertoires aid comprehension and enhance the meaning negotiation process?
“…Studies indicate that AR games and activities create opportunities for collaborative engagement and problem solving by providing location‐specific information, virtual dialogue, prompts, and uses of media such as images and video (Hellermann, Thorne, & Fodor; ; Holden & Sykes, ; Perry, ; Thorne, Hellermann, Jones, & Lester, ; Zheng et al., ). Although existing research has examined language learning in AR games from the eco‐dialogical perspective (i.e., learning while doing and language as action in specific places; e.g., Zheng et al., ; Zheng, Schmidt, Hu, Liu, & Hsu, ), how game players explicitly orient to language has not yet been investigated (though this has been called for by some researchers, e.g., Sert & Balaman, ). The analysis of interactional data in our current study is informed by a long trajectory of work pioneered by Merrill Swain and colleagues, particularly their insights and methodological contributions involving LREs, collaborative dialogue, and languaging.…”
Section: Gaming Interaction and Language Learningmentioning
Applications of locative media (e.g., place‐based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation‐based learning, location‐situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne & Hellermann, 2017; Zheng et al., 2018). Mobile locative media applications’ value for language learning, however, remains underinvestigated. To address this lacuna, this study employed the widely used construct of language‐related episodes (LREs; Swain & Lapkin, 1998) as a unit of analysis to investigate language learning through participation in a mobile AR game. Analysis of videorecorded interactions of four mixed‐proficiency groups of game players (two English language learners [ELLs] and one expert speaker of English [ESE] per group) indicates that LREs in this environment were focused on lexical items relevant to the AR tasks and physical locations. Informed by sociocultural theory and conversation analysis, the microgenesis of learners’ understanding and subsequent use of certain lexical items are indicated in the findings. This understanding of new lexical items was frequently facilitated by ESEs’ assistance and the surrounding physical environment. A strong goal orientation by both ESEs and ELLs was visible, providing implications for task‐based language teaching approaches.
“…In this sense, teamwork plays a key role as one of the basic skills that are intrinsically implemented through the flipped classroom [2,13). The thread linking teamwork and dialogical learning is set in the way in which dialogue arises [21,22], in an almost forced way in a teamwork environment fostered by the flipped classroom [24].…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, the interactions allowed by the flipped classroom foster egalitarian dialogue within the classroom context, thanks to teamwork. In this sense, participating in a peer group fixes the conditions for all students from the same starting point [23], thus enhancing an egalitarian dialogue that has a positive impact on learning improvement [24].…”
Dialogical learning and teamwork have become the principles demanded by the knowledge society, given that we are currently living in a completely globalised world that requires skilled citizens to collaborate on a social, pro-fessional and academic level. Likewise, creativity is another key element re-quested by organisations to solve problems. Against this background, some student-centred teaching methods like flipped classrooms are appearing. Therefore, this paper aimed to analyse the implementation of the flipped classroom method as a factor to develop dialogical learning and creativity. To this regard, a quantitative method was used, applying a survey prepared ad hoc to a sample of 308 students from Spain and Colombia, in order to know whether implementing the flipped classroom truly enhances the develop-ment of such skills. According to the results obtained, it is stated that devel-oping the flipped classroom method promotes a team-based work dynamic, which generates dialogical learning among students. It also enhances creativ-ity, since it provides students with autonomy to carry out their tasks. Final-ly, the flipped classroom pedagogical approach is a teaching method with numerous advantages and benefits for students to adapt to the competencies required by the knowledge society.
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