Apps Database Printout: All apps - Alberta Medical Association
Mobile Apps and Games to foster students' writing competences
Transcript of Mobile Apps and Games to foster students' writing competences
-1-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
2 0 1 4 C A L L C O N F E R E N C E
R E S E A R C H C H A L L E N G E S I N C A L L
P R O C E E D I N G S
U N I V E R S I T Y O F A N T W E R P 0 7 – 0 9 J U L Y 2 0 1 4
Edited by Jozef Colpaert, Ann Aerts & Margret Oberhofer
-2-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
Jozef Colpaert, Ann Aerts, Margret Oberhofer (editors)
Research Challenges in CALL, Proceedings CALL 2014, Antwerp, University of Antwerp
ISBN 9789057284533
Alle rechten voorbehouden. Niets uit deze uitgave mag worden verveelvoudigd,
opgeslagen in een geautomatiseerd gegevensbestand, of openbaar gemaakt, in enige
vorm of op enige wijze, hetzij elektronisch, mechanisch, door fotokopieën, opnamen of
op enige manier, zonder voorafgaandelijke schriftelijke toestemming van de uitgever.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval
system or transmitted, in any form or by any means, electronic, mechanical,
photocopying, or otherwise, without the prior written permission of the publisher.
Uitgave en verspreiding:
LINGUAPOLIS
Universiteit Antwerpen
Prinsstraat 13
2000 Antwerpen
www.linguapolis.be
-3-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
Table of contents
TABLE OF CONTENTS ......................................................................................................... 3
ORGANIZATION ................................................................................................................ 9
INVITED KEYNOTE SPEAKERS ........................................................................................... 11
Piet Desmet .................................................................................................................................................... 12 The Siren CALL of Technology. Back to Pedagogical Basics! ............................................................................. 12
Bryan Smith.................................................................................................................................................... 13 Research Challenges in CALL: Musings of a Challenged CALL Researcher ........................................................ 13
SELECTED PLENARIES ...................................................................................................... 15
Geoff Lawrence .............................................................................................................................................. 16 The ‘Visioning’ Dilemma in Exploratory CALL Research .................................................................................... 16
Huifen Lin ....................................................................................................................................................... 20 Computer-mediated Communication (CMC) in L2 Oral Proficiency Development: A Meta-analysis ............... 20
Virginia Westwood ......................................................................................................................................... 22 Using Design-Based Research for Qualitative Investigation of CALL in an Oral Indigenous Language ............. 22
PAPER PRESENTATIONS .................................................................................................. 33
Pineteh E. Angu .............................................................................................................................................. 34 From Brick Walls to Virtual Space: Using a Computer-Assisted Programme to Enhance the Language and Communication Skills of Information Technology Students. ............................................................................ 34
Ghada Awada, Abir Abdallah ......................................................................................................................... 40 English for Lawyers Weblog: Using Weblogs to Promote Legal English in the Classroom ................................ 40
Ghada Awada, Abir Abdallah ......................................................................................................................... 45 The Extent of Efficiency of Legal Videos in Enhancing the Writing Skills and Vocabulary Acquisition of Lawyers in a Legal English Class ...................................................................................................................................... 45
Ghada Awada, Abir Abdallah ......................................................................................................................... 52 The Use of the Webquest as a Technological Tool in Public Schools ................................................................ 52
Anke Berns, Manuel Palomo Duarte, Juan Manuel Dodero, Manuel Pérez-Zurera ......................................... 60 Mobile Apps and Games to Foster Students’ Writing Competences ................................................................ 60
Françoise Blin, Nicolas Guichon, Sylvie Thouësny, Ciara Wigham ................................................................... 68 Creating and Sharing a Language Learning and Teaching Corpus of Multimodal Interactions: Ethical Challenges and Methodological Implications ................................................................................................... 68
Kris Buyse ....................................................................................................................................................... 70 ICT and the Six Experts in Writing Assistance: Objectives and Effectiveness of some Recent ICT-Experts in Language Learning ............................................................................................................................................ 70
-60-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
Anke Berns, Manuel Palomo Duarte, Juan Manuel Dodero, Manuel
Pérez-Zurera
University of Cádiz, Cádiz, Spain
[email protected], [email protected], [email protected],
Mobile Apps and Games to Foster Students’ Writing Competences
Bio data
Anke Berns is currently working as a German Lecturer in the English and French
Department at the University of Cádiz (Spain) where she received her Ph.D. in German
as a Foreign Language in 2002. She has been working for more than 18 years as a
teacher and teacher trainer. Her research interests focus specifically on the design of
motivating and innovative teaching and learning materials in the Area of Foreign
Language Learning, a field in which she has published several books and made
contributions to peer-reviewed journals as well as international research conferences.
Manuel Palomo-Duarte has a Computer Science degree from the University of Seville
and a Ph.D. from the University of Cadiz. He is currently a lecturer and Degree
Coordinator for Computer Science at the University of Cádiz (Spain). His teaching focuses
on subjects related to web science and serious games using open-source software. His
main research interests are learning technologies and collaborative development, fields in
which he has contributed to various peer-reviewed journals and research conferences.
Juan-Manuel Dodero has a CS degree from the Polytechnic University of Madrid and a
Computer Science Ph.D. from the Carlos III University of Madrid. He is currently an
Associate Professor of the University of Cádiz (Spain). He has also been a lecturer of the
Carlos III University of Madrid and worked as a R&D engineer for Intelligent Software
Components S.A. His main research interests are Web science and engineering and
technology-enhanced learning, fields in which he has co-authored numerous articles in
journals and contributed to research conferences.
Manuel Pérez-Zurera is in the final year of his Computer Science Degree at the
University of Cadiz (Spain). He is interested in mobile applications, video-games and
programming and has recently designed several mini-games to be included in a mobile
app for German language learners.
Abstract
The steady rise and increasing availability of new technologies, especially in the area of
MALL, has created new challenges in the Area of Foreign Language Learning. This means
that, since students have more and more access to a wide range of devices and learning
materials, teachers are challenged to explore the potential and the benefits of these
technologies to enhance students’ learning processes.
In recent years there have been several attempts to integrate devices such as mobile
phones as valid learning tools to support formal as well as informal learning (Thornton &
Houser 2005; Levy & Kennedy 2005; Godwin-Jones 2011; Holden & Sykes 2011;
Stockwell 2013).
-61-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
Nonetheless, most of these attempts have been focused on providing learners with
meaningful language input rather than on enhancing students’ active use of the target
language. The present study therefore aims to explore some of the possibilities in using
mobile phones for providing learners with meaningful language input as well as for
pushing them towards increased language output. For this purpose we have designed a
gamificated Android App which can be played either on a smartphone or tablet. The app
itself provides learners, through several mini-games, with opportunities to first acquire
new vocabulary input and then to practice the newly acquired vocabulary in a
collaborative murder game, called Catch me, if you can. In order to successfully complete
the different game tasks that are randomly assigned by the server, students need to
collaborate with other game-players and develop real-world communication skills.
Additionally, students’ communication is coordinated and stored by a game server that
allows us to analyze students’ behaviour and interaction during the different game
sessions.
Short paper
Introduction
Although almost every foreign language teacher agrees on the importance of providing
students with versatile and meaningful language input as well as opportunities for
producing language output, students often lack language practice in and outside the
classroom. Amongst some of the most common reasons are that language courses are
often too large, in terms of participants, and too short in terms of course hours. This
makes it not only extremely difficult to provide learners with enough language input and
practice within the classroom, but also to focus on learners’ particular needs. In recent
years many teachers and institutions have started integrating in their course syllabus
blended teaching practices thus providing students with additional learning tools beyond
the classroom. Highly interactive tools such as Virtual Learning Environments (VLE),
wikis, videoconferencing, virtual worlds, and so on, were for many years amongst the
most popular tools since they enabled students and teachers to access learning materials
anytime and anywhere. Furthermore interaction between learners and teachers is no
longer restricted to the classroom but goes beyond it. The increasing availability of
ubiquitous mobile technologies such as smartphones or tablets which provide
multimodality tools including audio, video and text-chat hold –in our opinion- further
potential to support students’ language learning in and beyond the classroom. This,
coupled with the fact that mobile data connection has become more affordable allows for
distributed and asynchronous learning with fewer restrictions. The purpose of the present
study is therefore to explore some of the possibilities of integrating smartphones in
blended teaching practices so as to provide learners with meaningful language input as
well as opportunities for using the target language as often as possible in real-world
communication. Although virtual worlds have proven to be an interesting approach
(Berns et al, 2013; Garrido & Rodríguez, 2013), they usually need a powerful server to
run them and PCs on which to play them. Therefore we proposed using a simple chat
server and light app for widely-spread Android devices. In the following we will offer
some insight into the architecture of a gamificated App we have designed for a group of
A1 level students of a German Foreign Language course.
Method Game-design
The app we have designed consists of two parts. The first part has three levels, each one
offering 3 mini-games that can be played offline. The second one is a collaborative
murder game (4th level), called Catch me, if you can! Whilst the mini-games aim to
provide learners with new vocabulary input and are being played individually, the
-62-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
collaborative murder game aims to provide learners with opportunities to apply the
previously acquired vocabulary in real-world interaction with peers.
This means that in order to complete the game task successfully players need to
communicate and negotiate in the target language by using the text-chat for gathering
and exchanging information with other game-players. This 4th level can only be played
online, and needs a server properly be configured to accept connections from the
students’ apps. In the following we will offer a short description of each game-level, its
topics, goals as well as the language competences which are being trained (see Table 1).
Table 1: Game-levels
Test design
As can be seen from the table above each level focuses on different topics, game tasks
and language competences. The latter include mainly listening, reading and writing.
Additionally and in order to guide students during their learning process the game
features different kinds of feedback information. This is delivered either by instant
feedback on players’ task performance (correct/ incorrect) (see Figure 1) or by more
detailed feedback at the end of each game-task (see Figure 2, where a student receives
a report on his wrong answers).
Figure 1: Instant feedback Figure 2: Explicit and more detailed feedback
-63-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
More detailed feedback is delivered especially in those cases where game-tasks are more
complex and players are asked to write in the target language.
In this case feedback is delivered by the system and indicates to each player, both the
mistakes committed by him/her as well as the possible answers required to complete the
game-task successfully.
Furthermore by integrating a time-limit and an additional score-system we aimed to
make the game not only more engaging and challenging but also more effective in terms
of learning outcomes. Thus students were not allowed to pass to the next game-task
until they achieved at least 90% of the total game scores.
Game-design: Catch me, if you can!
During the collaborative game students have to play in small teams in order to identify
and catch a serial killer who is going to commit another crime. The game requires at
least one group of players and has no limitation on the number of groups that can play in
parallel (the server concurrent connection capacity being the only limiting factor). The
more players participate in the game the more challenging and competitive it becomes.
First, the supervisor uploads to the server a file indicating the groups of students who will
play. Each player is assigned a role (each group has one detective and one or two
policemen) and game-task: whilst the detective is given the task to coordinate the
investigation providing his/her policemen with relevant hints on how and where to find
witnesses of previous crimes (hints are sent from the game server), the policemen are
asked firstly to identify the witnesses and then, to share the gathered information via
text-chat with their respective teams. During the entire game players’ identities are
hidden so that none of them know who are their teammates. Additionally by providing a
text-chat function within the App, we prevented learners from using alternative
communication channels to communicate amongst each other. Students were
encouraged to use solely the target language as their chat conversations would be
assessed later on by the lecturer.
Figure 3: Q-R Code and screenshot of a video-clip
The game is based on finding witnesses to identify the murderer. For this purpose our
App includes several virtual witnesses which provide some key-information through short
video clips. Witnesses are located in different places that are activated by loading QR
codes (see Figure 3). Hence, before playing the game, the supervisor has to place the
QR codes provided by the App in suitable locations so that students have to move
through the playfield to complete the task. QR codes could be printed on papers or
sticker boards, for example, and their positions could be described. For example, the QR
code for the witness in the bar could be placed in the cafeteria of the Faculty, and that of
the garage in the entrance to a parking lot. When the game starts, the detective receives
key-information that he/she has to communicate to the policemen using the text-chat
function. The policemen then have to go to the indicated locations and scan the QR-codes
in order to get the clue. When clues are sent back to the detective, they are entered in
-64-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
his/her App (which includes, unlike the app of the policemen, a notepad). If the clue is
correct, the players of each team are notified and a new task is issued.
The game which we have designed for the present study contains a total of 24 different
clues which refer to two murders. Clues are being displayed randomly so that players can
repeat the game several times by facing each time a new challenge.
Furthermore the App has been designed in such a way that the supervisor can easily
modify and/or increase the number of clues and murders, if desired.
Software architecture
We considered different software architecture designs and ended up with using a client-
server approach. This way, we reduced the workload on the devices used by the students
(as they could run out of battery) and we created a centralized point to monitor the
game development while keeping a log of students’ interaction. We implemented client
software for Android devices using Java programming language. The Android community
is the largest at the moment, and devices are affordable while development is easy using
open-source tools. As for the server, it is an Open Fire chat server that uses XMPP
communication protocol to interact with clients. Once the nickname and password of the
player are entered, the app connects to the server to register in a chat room. When all
the team members are connected, the App starts the game (see Figure 4 for the
architecture diagram). Furthermore, the application is available as open-source software,
and is language-independent. So it can be easily adopted for other languages other than
German.
Figure 4: Architecture diagram
The experience
Participants
In order to evaluate and fine-tune the design of our gamificated app and to guarantee
that it meets our target-student needs, we played the App with 14 students who
voluntarily participated in an acceptance and usability test of the first stable version of
the system. The study was carried out in two sessions: one session in which students
individually played levels 1 to 3 of the App to familiarize them with the game, its
mechanism and vocabulary and a second session, in which students had to showcase the
previously acquired vocabulary knowledge by performing the collaborative online-game
(level 4). Results
The results of the game-experience were in general very positive as students got very
enthusiastic about the game and the idea of learning German through gamificated apps.
Nonetheless, there were some problems caused by external factors such as the data
connection of one of the two academic institutions we tested the game at. We used a
server in a cloud hosting service, so students needed Internet access to play the 4th
level of the game. Internet wireless access was limited by the fire-wall of the institution
itself (in particular, the 7222 Internet port used for Open Fire communications). As a
-65-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
result, some students could not activate the chat-room needed to participate in the
collaborative murder-game.
In contrast all students were able to enroll in the first part of the game and thus to test
levels 1 to 3.
More than half of the participating learners were able to fulfill the 9 mini-games
successfully in only one game-session, which lasted around 90 minutes. The remaining
students played at least 8 of the mini-games successfully.
Only one of the participating students could not pass level 3 since it took him the entire
game session of 90 minutes to complete level 1 and 2. However, in general students got
very quickly through part 1 and 2 of each game level, as these were based on simple
tasks such as matching photos with their corresponding audio-files or texts. In contrast
learners took much longer to complete part 3 of each game-level since this requires them
to focus on their writing. Nonetheless, as foreign language students usually have more
difficulties with speaking and writing than with reading and listening, they considered
part 3 not only the most challenging, but also the most useful part of the mini-games, as
they felt obliged to focus more on their writing.
Survey
Once students had finished participating in the game we asked them to report their
game-experience by describing their feelings and difficulties they had when using the
App. Students’ feedback was vital for improving the App-design and making it more user-
friendly and efficient. Amongst the feedback and suggestions we received from the
players these were the most common:
Some students reported problems related to their personal keypad which did not allow
them to use German vowel mutation such as “ä”, ö” and “ü” and thus to fulfill some of
the written game-tasks successfully. This can be easily solved by installing one of the
many freely available multi-language extensions for the Android smartphone keyboard.
From this we can conclude that students have never used their smartphones to
communicate in German, this game being their first time. Other students reported
problems when using the wireless connection at their university or school. Problems were
reported especially by school students since access to the internet is usually restricted at
schools in order to prevent students from accessing social-networks (Facebook, twitter)
or chat-rooms (whatsApp) during school time.
Conclusion
Traditional foreign language learning processes have proven to have had limited success,
especially when the number of students increases. They usually fail because there either
is a lack of time for students to interact and practice language sufficiently or else they
suffer from scalability issues (that is, they are difficult to implement with a large number
of students). Hence our proposal focuses on using computer systems to control students’
interaction. As a contrast to virtual worlds, which usually need a powerful server to run
and Pcs on which to be played, we proposed using Apps for smart phones. They need a
simple server software and light App for widely-spread Android devices. The App has two
parts. The first one can be played individually and offline. It comprises different tests that
enhance the vocabulary needed to play the second part.
The second part of the game has to be played online and in teams (2 or 3 persons),
teammates being assigned different roles. By using anonymity students are obliged to
collaborate in order to catch a serial killer by scanning QR codes. The game imposes no
restrictions on the number of teams playing in parallel (the server concurrent connection
capacity being the only limiting factor). At the end of the game, the supervisor receives a
log for each team. It contains all the messages sent through the chat, so it can be used
for assessment and language improvement processes. Even though the designed App
-66-
2014 CALL Conference
LINGUAPOLIS
www.antwerpcall.be
needs to be tested with a much larger sample size in order to find objective evidence of
its usability and potential for enhancing foreign language learning in- and outside the
classroom, the current experience sheds some light on the possibilities of using mobile
Apps in the area of education and foreign language learning.
By providing multimodality tools including audio, video and text-chat, mobile Apps offer a
wide range of attractive learning approaches which can be applied in formal as well as
informal learning settings.
Acknowledgements
This work has been funded by the Andalusian Government under the ASCETA (Ref. P09-
TIC-5230, PAIDI programme) R&D project and the Tecnologías móviles para el
aprendizaje ubicuo de alemán (PI_14_104) project of University of Cadiz programme for
Researching and Innovation in Education. And by European Union under the
OpenDiscoverySpace: A socially-powered and multilingual open learning infrastructure to
boost the adoption of eLearning resources (CIP-ICT-PSP-2011-5) project. We would also
like to thank David Romero Santos and the Free/Libre Software and Open Knowledge
Office at UCA (OSLUCA) as well as Mar Dodero and Cristina Ortega (I.E.S. Poeta García
Gutiérrez, Chiclana) for their support during the project development.
References
Berns, A., Gonzalez-Pardo, A. & Camacho, D. (2013). Game-like language learning in 3-D
virtual environments. Computers & Education 60, 210–220.
(doi:10.1016/j.compedu.2012.07.001)
Garrido, P. & Rodriguez, F. (2013). The reality of virtual worlds: pros and cons of their
application to foreign language teaching. Interactive learning Environments, Routledge,
1-18. (doi:10.1080/10494820.2013.788034)
Godwin-Jones, R. (2011). Mobile apps for language learning. Language Learning &
Technology, 15 (2), 2-11.
Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? – A Literature
Review of Empirical Studies on gamification. Proceedings of the 47th Hawaii International
Conference on System Sciences, Hawaii, USA, January 6-9, 2014. (See more at:
http://gamification-research.org/2013/09/does-gamification-work-a-look-into-
research/#sthash.PWFgfHsj.dpuf)
Holden, C. & Sykes, J. (2011). Leveraging mobile games for place-based language
learning. International Journal of Game-Based Learning, 1(2), 1–18.
Kennedy, C., & Levy, M. (2008). L’italiano al telefonino: Using SMS to support beginners’
language learning. ReCALL, 20 (3), 315-350.
Kukulska-Hulme A. & Shield, L. (2008). An overview of mobile assisted language
learning: From content delivery to supported collaboration and interaction. ReCALL, 20
(3), 271-289.
Steel, C. (2013). Students’ perspectives on the benefits of using mobile apps for learning
languages. Conference Proceedings WordCall 2013, Glasgow, 310-313.
Steel, C. & Levy, M. (2013). Language students and their technologies: Charting the
evolution 2006-2011. ReCALL, 25 (3), 306-320. (doi:10.1017/S0958344013000128)
Stockwell, G. (2010). Using mobile phones for vocabulary activities: Examining the effect
of the platform. Language Learning & Technology, 14(2), 95-110.