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CALL for widening participation: short papers from EUROCALL 2020最新文献

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From cloning to self-authoring video content in the language classroom: a reflection on practice 语言课堂视频内容从克隆到自主创作:实践反思
Pub Date : 2020-12-14 DOI: 10.14705/rpnet.2020.48.1188
M. Loftus, Rob Lowney
This paper will detail the introduction of the open-source content creation tool H5P in a first year university French language module with 115 students in autumn 2019 and its evaluation in early spring 2020. The aim of this project is to analyse what happens when students are given access to an authoring tool traditionally intended for and used by educators and how it impacts their language learning and their digital skills. The background to this initiative will be documented and findings from the post-project student survey and focus group will be shared. The researchers will also detail plans for a second iteration of this initiative, which will be refined based on the findings.
本文将详细介绍开源内容创建工具H5P在2019年秋季115名学生的大学一年级法语模块中的介绍,并在2020年早春对其进行评估。该项目的目的是分析当学生获得传统上为教育工作者提供和使用的创作工具时会发生什么,以及它如何影响他们的语言学习和数字技能。将记录这一倡议的背景,并分享项目后学生调查和焦点小组的调查结果。研究人员还将详细说明该计划的第二次迭代计划,该计划将根据研究结果进行改进。
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引用次数: 0
Individual versus collective digital storytelling in EFL education in terms of student perceptions 就学生的认知而言,英语教育中的个人与集体数字讲故事
Pub Date : 2020-12-14 DOI: 10.14705/RPNET.2020.48.1180
N. Kasami
The purpose of this study was to explore students’ perceptions of individual and collective Digital Storytelling (DS). All participants were non-English major students in Japan. The study goal of the course was to acquire skills and knowledge to present ideas and messages effectively in English with the use of information communications and technology. Students in this study completed a single DS assignment under one of two different conditions; students adhering to the first condition created a digital story individually, whereas students who adhered to the second condition created a digital story collectively, in pairs or groups of three. While the analysis of the post assignment questionnaire showed that more than 90% of students under both conditions perceived the assignment positively, there are also some implications to consider for improving each approach.
本研究旨在探讨学生对个人与集体数位叙事的认知。所有参与者均为日本非英语专业的学生。本课程的学习目标是掌握运用信息通信和技术用英语有效表达思想和信息的技能和知识。在这项研究中,学生在两种不同的条件下完成了一个单一的DS作业;坚持第一个条件的学生单独创作了一个数字故事,而坚持第二个条件的学生集体创作了一个数字故事,两人一组或三人一组。虽然对岗位作业问卷的分析显示,在这两种情况下,超过90%的学生都对作业有积极的看法,但也有一些建议需要考虑改进每种方法。
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引用次数: 1
L2 Extensive reading: online graded readers or ‘old school’ paperbacks? 广泛阅读:在线分级阅读还是“老派”平装书?
Pub Date : 2020-12-14 DOI: 10.14705/RPNET.2020.48.1209
Andrew Thompson, Saori Tsuji
The purpose of this pilot study was to investigate (1) students’ interest in reading English books, (2) students’ interest in using an online Virtual Library (VL), and (3) students’ experiences and preferences relating to the implementation of an online VL within an Academic English Program (AEP). First-year students (N=136) from a public university in southwest Japan participated in this study. The preliminary results provide a deeper understanding of student interest, experiences, and preferences relating to the implementation of a VL within an AEP.
本初步研究的目的是调查(1)学生对阅读英语书籍的兴趣,(2)学生对使用在线虚拟图书馆(VL)的兴趣,以及(3)学生在学术英语课程(AEP)中实施在线虚拟图书馆的经验和偏好。来自日本西南部某公立大学的一年级学生(N=136)参与了本研究。初步结果提供了对学生在AEP中实施VL的兴趣、经验和偏好的更深入的理解。
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引用次数: 0
Designing a gamified reading app with pupils in elementary school 为小学生设计一款游戏化阅读应用
Pub Date : 2020-12-14 DOI: 10.14705/rpnet.2020.48.1166
Bassant El Naggar, Kay Berkling
Playing games on mobile devices has become an integral part of younger generations’ lives. Mobile games foster, among other things, deep concentration. This paper reports on design guidelines derived from observations of six elementary school pupils’ engagement over a six-week period during an after-school reading club program. Each meeting consisted of three activities as well as reading text on the Microsoft immersive reader on an iPad, and playing a competitive reading game app, ‘Henry rennt’, which are both designed to support reading. Pupils were engaged in informal conversation with the researchers about both applications, and the authors informally observed the pupils’ engagement with the apps and each other. Patterns of engagement and comments from pupils informed the design of a new reading app. This work reports these general patterns and concludes with new research areas to pursue as a result, including the impact of: social setting on playing, in-game teaching with avatars on engagement, and speed as a measurement of skill mastery. Finally, the applicability of children’s engagement patterns is validated with adult students of German as a second language who used the app.
在移动设备上玩游戏已经成为年轻一代生活中不可或缺的一部分。手机游戏能够培养玩家的深度专注力。本文报告了一项设计指南,该指南是通过对六名小学生在六周的课外阅读俱乐部项目中的参与情况进行观察得出的。每次会议包括三个活动,以及在iPad上的微软沉浸式阅读器上阅读文本,以及玩一个竞争性阅读游戏应用程序“Henry rent”,这两个都是为了支持阅读而设计的。学生们与研究人员就这两款应用进行了非正式的交谈,作者们非正式地观察了学生们对应用程序和彼此的参与情况。参与模式和来自学生的评论为新的阅读应用程序的设计提供了信息。这项工作报告了这些一般模式,并总结了新的研究领域,包括:社交环境对游戏的影响,虚拟角色对参与的游戏教学,以及作为技能掌握衡量标准的速度。最后,通过使用该应用程序的德语为第二语言的成年学生验证了儿童参与模式的适用性。
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引用次数: 2
Sentiment analysis of students’ attitudes toward mobile learning activities 学生对移动学习活动态度的情感分析
Pub Date : 2020-12-14 DOI: 10.14705/rpnet.2020.48.1174
Peter Ilic
In this research, students’ sentiments and emotions embedded in their learning journals are analyzed to understand their attitudes to mobile-based lessons as they progress during an English as a Foreign Language (EFL) course. Sentiment Analysis (SA) was utilized to extract emotions and sentiment throughout students’ learning experience, as expressed in their weekly online learner journals. The sentiment scores were generated from four sentiment dictionaries with different scales. The findings suggest that overall, the students had a positive sentiment and emotions toward mobile learning, consisting of anticipation, trust, joy, and surprise. The strongest negative emotion was fear, which may be explained by anxiety surrounding communication in a foreign language.
在这项研究中,我们分析了学生在学习日记中的情绪和情绪,以了解他们在学习英语作为外语(EFL)课程时对基于移动设备的课程的态度。情感分析(SA)被用来提取学生在学习过程中的情绪和情绪,这些情绪和情绪表达在他们的每周在线学习者日志中。情绪得分是从四个不同尺度的情绪词典中生成的。研究结果表明,总体而言,学生对移动学习有积极的情绪和情绪,包括期待、信任、快乐和惊喜。最强烈的负面情绪是恐惧,这可以用外语交流时的焦虑来解释。
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引用次数: 0
Connecting cultures and participation through WhatsApp: assessing students’ perception in the ClerKing telecollaborative project 通过WhatsApp连接文化和参与:评估学生对ClerKing远程协作项目的看法
Pub Date : 2020-12-14 DOI: 10.14705/rpnet.2020.48.1189
Oneil Madden, A. Foucher
Mobile Instant Messaging (MIM) has become very trendy in the field of language learning; however, while there are many studies that include WhatsApp, used here to connect cultures and/or widen participation, very few articulate how students view it or its impact in acquiring and developing linguistic, cultural, and intercultural competencies. This paper reports on ClerKing, a Franco-Jamaican telecollaborative project, which occurred in two phases between Applied Foreign Languages (AFL) students from University Clermont Auvergne (UCA), France, and Modern Languages students of French from Shortwood Teachers’ College (STC), Jamaica. WhatsApp was used in both phases. Using the exploratory approach, this study seeks to provide insight into students’ perception of the use of WhatsApp in the project, as well as possible moments of knowledge acquisition. Preliminary findings show that WhatsApp is considered to be practical, popular, and preferable. Students acquired knowledge about religion and homosexuality, improved on expressions, and strengthened their grammar.
移动即时通讯(MIM)已经成为语言学习领域的一种潮流;然而,尽管有许多研究包括WhatsApp,在这里用来连接文化和/或扩大参与,很少有人阐明学生如何看待它或它在获取和发展语言、文化和跨文化能力方面的影响。本文报道了法国-牙买加远程合作项目ClerKing,该项目分两个阶段在法国Clermont Auvergne大学(UCA)应用外语专业(AFL)学生和牙买加Shortwood师范学院(STC)法语专业的现代语言专业学生之间进行。这两个阶段都使用了WhatsApp。本研究采用探索性方法,旨在深入了解学生对项目中使用WhatsApp的看法,以及可能的知识获取时刻。初步调查结果显示,人们认为WhatsApp实用、受欢迎、更可取。学生们获得了有关宗教和同性恋的知识,改善了表达,加强了语法。
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引用次数: 1
Understanding the use of eye-tracking recordings to measure and classify reading ability in elementary children school 了解使用眼动追踪记录来测量小学生阅读能力及分类
Pub Date : 2020-12-14 DOI: 10.14705/rpnet.2020.48.1167
Karim Fayed, B. Franken, Kay Berkling
The iRead EU Project has released literacy games for Spanish, German, Greek, and English for L1 and L2 acquisition. In order to understand the impact of these games on reading skills for L1 German pupils, the authors employed an eye-tracking recording of pupils’ readings on a weekly basis as part of an after-school reading club. This work seeks to first understand how to interpret the eye-tracker data for such a study. Five pupils participated in the project and read short texts over the course of five weeks. The resulting data set was extensive enough to perform preliminary analysis on how to use the eye-tracking data to provide information on skill acquisition looking at pupils’ reading accuracy and speed. Given our set-up, we can show that the eye-tracker is accurate enough to measure relative reading speed between long and short vowels for selected 2-syllable words. As a result, eye-tracking data can visualize three different types of beginning readers: memorizers, pattern learners, and those with reading problems.
iRead欧盟项目已经发布了西班牙语、德语、希腊语和英语的识字游戏,用于母语和第二语言的学习。为了了解这些游戏对L1德语学生阅读技能的影响,作者在课外阅读俱乐部每周对学生的阅读情况进行眼动追踪记录。这项工作旨在首先了解如何解释这种研究的眼动仪数据。五名学生参加了这个项目,在五周的时间里阅读短文。由此产生的数据集足够广泛,可以对如何使用眼动追踪数据来提供有关技能习得的信息(观察学生的阅读准确性和速度)进行初步分析。根据我们的设置,我们可以证明眼动仪足够精确,可以测量选定的双音节单词的长元音和短元音之间的相对阅读速度。因此,眼动追踪数据可以将三种不同类型的初级读者形象化:死记硬背型、模式学习者和有阅读障碍的人。
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引用次数: 1
Students’ intention to use high-immersion virtual reality systems for learning paragraph structure: a PLS-SEM exploratory study 学生使用高沉浸式虚拟现实系统学习段落结构的意向:PLS-SEM探索性研究
Pub Date : 2020-12-14 DOI: 10.14705/RPNET.2020.48.1203
E. Quaid, Austin Pack, A. Barrett, Litong Zhou
This short paper reports the findings of a study exploring English for Academic Purposes (EAP) students’ behavioral intention to use a high-immersion Virtual Reality (VR) system for learning paragraph structure. The study measured relationships between variables that may lead to learners’ intention to use the high-immersion VR Reality system through leveraging a hypothesized theoretical framework based upon a widely used technology acceptance model. Quantitative data were collected from 134 Sino-British English as a medium of instruction by university undergraduate students enrolled in EAP classes by means of a post-participation questionnaire. A Partial Least Squares - Structural Equation Modeling (PLS-SEM) exploratory analysis was executed. Results suggested that students’ intention to use the high-immersion VR learning environment was primarily determined by its usefulness for learning and not how easy it was to use. Furthermore, the degree to which the learners felt confident in their ability to operate the system had a large impact on how easy they perceived it was to use. And finally, the antecedent conditions of learners had little impact on the students’ perceived usefulness of the VR system.
这篇短文报告了一项关于学术英语(EAP)学生使用高沉浸式虚拟现实(VR)系统学习段落结构的行为意向的研究结果。该研究利用基于广泛使用的技术接受模型的假设理论框架,测量了可能导致学习者使用高度沉浸式VR现实系统的变量之间的关系。采用参与后问卷调查的方法,对134名以中英英语为教学语言的大学本科EAP班学生进行了定量调查。采用偏最小二乘-结构方程模型(PLS-SEM)进行探索性分析。结果表明,学生使用高度沉浸式VR学习环境的意愿主要取决于其对学习的有用性,而不是使用起来有多容易。此外,学习者对自己操作系统的能力的信心程度对他们认为使用系统的容易程度有很大的影响。最后,学习者的前事条件对学生感知VR系统有用性的影响不大。
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引用次数: 1
CMC and MALL unite CMC与MALL联合
Pub Date : 2020-12-14 DOI: 10.14705/rpnet.2020.48.1196
Salvador Montaner-Villalba, Bruce Lander, V. Morgana, V. Leier, Jaime Selwood, E. Einum, Sergio Esteban Redondo
There is no doubt that Computer Mediated Communication (CMC) and mobile mediated communication are linked as technology continues to transform the way we communicate with each other. Campbell (2019) analyzed how mobile communication evolved into portable devices to form a complete system of mobile media, reshaping the fabric of our social lives via ‘sociality’ and ‘spatiality’. In this short paper, we would like to offer a brief overview of the diverse oral presentations which took place in the joint CMC and MALL (Mobile Assisted Language Learning) Special Interest Group (SIG) symposium at the online conference this year. This short paper will introduce various online apps which are available for free in both computer-based and mobile versions and can be adapted to foreign language learning in various ways.
毫无疑问,随着技术不断改变我们彼此沟通的方式,计算机媒介沟通(CMC)和移动媒介沟通是联系在一起的。Campbell(2019)分析了移动通信如何演变成便携式设备,以形成一个完整的移动媒体系统,通过“社会性”和“空间性”重塑我们的社会生活结构。在这篇短文中,我们将简要介绍今年在CMC和移动辅助语言学习(MALL)特别兴趣小组(SIG)联合研讨会上进行的各种口头报告。这篇短文将介绍各种在线应用程序,这些应用程序有免费的电脑版和手机版,可以以各种方式适应外语学习。
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引用次数: 0
Implementing online discussion forums based on principled approaches 实行有原则的网上论坛
Pub Date : 2020-12-14 DOI: 10.14705/RPNET.2020.48.1212
Heather Woodward, Andrew Warrick
For three months, Japanese university learners (N=40) utilized the YoTeach! application by Pedagogic and Active Learning Mobile Solutions (PALMS) Project, PolyU as a part of their English discussion class. Researchers re-purposed the application, which originally was designed to be an online classroom backchannel, as an asynchronous, pre-task activity so that learners could exchange ideas about homework topics (e.g. university life, foreign customs) for their discussion. Researchers chose a backchannel chat room rather than a discussion forum to accommodate the learners’ spoken interactions rather than formal discussion. To foster interactions, researchers implemented the YoTeach! application based on principles in the field of second language (L2) development and Mobile-Assisted Language Learning (MALL) from Doughty and Long (2003) and Stockwell and Hubbard (2013). Using learners’ and researchers’ reflection journals, we consider ways we can connect and adapt the principles to our teaching context.
日本大学学生(N=40)在三个月的时间里使用了YoTeach!应用于理大教学法及主动学习移动解决方案(PALMS)计划,作为他们英语讨论课的一部分。研究人员将该应用程序重新设计为一个在线课堂反向通道,作为一个异步的任务前活动,以便学习者可以就家庭作业主题(例如大学生活,外国风俗)交换意见,进行讨论。研究人员选择了一个反向通道聊天室,而不是一个讨论论坛,以适应学习者的口头互动,而不是正式的讨论。为了促进互动,研究人员实施了YoTeach!基于Doughty and Long(2003)和Stockwell and Hubbard(2013)在第二语言(L2)发展和移动辅助语言学习(MALL)领域的原则的应用。利用学习者和研究者的反思日志,我们考虑如何将这些原则与我们的教学环境联系起来并加以调整。
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引用次数: 0
期刊
CALL for widening participation: short papers from EUROCALL 2020
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