Abstract: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 stud… Show more
“…With regard to participants and activity duration, researchers suggest the employment of a larger sample size and greater age range, greater diversity of participants and teaching contexts, as well as an extension of the intervention period (time spent on AR) and include more real‐life learning targets (see, e.g., Cheng & Tsai, 2016; Hsu, 2017; Wang, 2017). Bring together formal and informal learning : Contextually designed AR activities in open social spaces outside structured classrooms can allow learners to engage more actively in language production rather than giving similar prompts in a classroom context (Sydorenko, Hellermann, Thorne, & Howe, 2019; Taskiran, 2019; Yang et al, 2019). Kramsch and Andersen (1999, p. 33) summated the issue in the following statement ‘the problem with learning a language from live context is that context itself cannot be learned, it can only be experienced’.…”
Section: Resultsmentioning
confidence: 99%
“…AR activities in open social spaces outside structured classrooms can allow learners to engage more actively in language production rather than giving similar prompts in a classroom context (Sydorenko, Hellermann, Thorne, & Howe, 2019;Taskiran, 2019;Yang et al, 2019). Kramsch and Andersen (1999, p. 33) summated the issue in the following statement 'the problem with learning a language from live context is that context itself cannot be learned, it can only be experienced'.…”
Section: Bring Together Formal and Informal Learning: Contextually Dementioning
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.
“…With regard to participants and activity duration, researchers suggest the employment of a larger sample size and greater age range, greater diversity of participants and teaching contexts, as well as an extension of the intervention period (time spent on AR) and include more real‐life learning targets (see, e.g., Cheng & Tsai, 2016; Hsu, 2017; Wang, 2017). Bring together formal and informal learning : Contextually designed AR activities in open social spaces outside structured classrooms can allow learners to engage more actively in language production rather than giving similar prompts in a classroom context (Sydorenko, Hellermann, Thorne, & Howe, 2019; Taskiran, 2019; Yang et al, 2019). Kramsch and Andersen (1999, p. 33) summated the issue in the following statement ‘the problem with learning a language from live context is that context itself cannot be learned, it can only be experienced’.…”
Section: Resultsmentioning
confidence: 99%
“…AR activities in open social spaces outside structured classrooms can allow learners to engage more actively in language production rather than giving similar prompts in a classroom context (Sydorenko, Hellermann, Thorne, & Howe, 2019;Taskiran, 2019;Yang et al, 2019). Kramsch and Andersen (1999, p. 33) summated the issue in the following statement 'the problem with learning a language from live context is that context itself cannot be learned, it can only be experienced'.…”
Section: Bring Together Formal and Informal Learning: Contextually Dementioning
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.
“…We design for the desired phenotype space but can never fully predict, or sometimes even imagine, what will happen there (and perhaps this is the art and alchemy of pedagogical innovation). It is for this reason that detailed, microinteractional, moment‐by‐moment investigations into materials use are so critically important: They offer insight into the ways that learning materials, as purpose‐designed constituents of broader human and nonhuman assemblages, potentially enhance (or have some other effect on) the developmental trajectories of the people who use them (for research specifically describing language use and learning in mobile AR, see Sydorenko et al., 2019, for a discussion of language‐related episodes; and Sydorenko et al., 2021, for analysis of directive language use).…”
Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place‐based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was inspired by research on learning ‘in the wild.’ Applying the principle of reverse engineering, we introduce a pedagogical approach termed ‘rewilding’ for its emphasis on designing supportive conditions for goal‐directed interaction outside of classrooms. Three instances of AR materials use are presented from an out‐of‐class activity associated with university‐level language courses involving a quest‐type AR game called ChronoOps. Video data of 3‐player groups were transcribed using conventions from multimodal conversation analysis. The empirical investigation illustrates meaning making through visible embodied displays, the performance of new actions through incorporation of public semiotic resources, and the contributions of the material surround as actants in the flow of interaction. Analysis illustrates that mobile AR activities enable languaging events among assemblages of environments, mobile devices, and embodied experience. We conclude by outlining the affordances of mobile AR activities as one example of rewilding approaches to creating material conditions for language use and learning.
“…Learners in a task may discuss and make relevant concepts regarding the content of a film or another material. This goes beyond linguistic objects or languagerelated episodes (see Sydorenko et al, 2019), and resembles what may happen in a content-based classroom. The concept of materials in use (Guerrettaz et al, 2021) is highly relevant to learning potentials afforded by film-based discussion tasks.…”
The use of films as teaching and learning materials can provide a variety of opportunities for interaction in second language classrooms. Research on the usage of films in language‐learning tasks to provide opportunities for learning and interaction, however, is scarce. Drawing on a database of video‐recorded interactions in an upper‐secondary English‐as‐a‐foreign‐language classroom in Sweden and using multimodal conversation analysis, this study examines affordances of student interactions during a film‐based discussion task. Taking a sociomaterial perspective, we focus on students’ co‐narrations of the film in a group task and show how the emergent discussions about the film facilitate collaborative attention work (CAW). Our findings reveal that the CAW in this film‐based discussion task unfolds when students (a) correct each other, or (b) collaboratively search for words while discussing the scenes in the film. Our analysis of these sequences reveals the learning potentials that emerge in film‐based discussions. The findings have direct implications for the use of audio‐visual materials—in particular, films and movies—in language‐learning tasks.
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