Mobile Games for Heritage and Foreign Language Learning and Revitalization

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3/22/15 1 Mobile Games for Heritage and Foreign Language Learning and Revitaliza>on Jonathon Reinhardt, UA Susan Penfield, UA Natalie Diaz, Ft. Mojave Chris Holden, UNM Games, learning, storytelling, place, and technology frameworks and ra>onales

Transcript of Mobile Games for Heritage and Foreign Language Learning and Revitalization

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Mobile&Games&for&Heritage&and&Foreign&Language&Learning&and&Revitaliza>on&&Jonathon&Reinhardt,&UA&Susan&Penfield,&UA&Natalie&Diaz,&Ft.&Mojave&Chris&Holden,&UNM&

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Games,&learning,&storytelling,&place,&and&technology&

frameworks&and&ra>onales&

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Storytelling&and&learning&

•  Storytelling&is&primary,&universal&means&of&human&cultural&transmission&and&socializa>on/learning&

•  Storytelling&involves&socioQcogni>ve&processes&of&metaphoriza>on&and&conceptual&blending,&and&socioQinterac>onal&processes&of&coQconstruc>on&and&alignment&

•  Narra>veQbased&L2&pedagogies&exploit&the&poten>als&of&storytelling&(including&ac>ve&listening,&recount,&and&par>cipa>on)&to&generate&integrated,&contextualized,&and&meaningful&language&use&(e.g.&Story&Grammar,&Schmidt&and&O’Brien,&1986)&

Storytelling,&learning,&and&place&

•  Stories&are&‘mobile’&in&the&sense&that&their&telling&is&not&placeQdependent;&they&create&their&own&contexts.&&

•  But,&stories&can&also&be&situated&in&place,&e.g.&tours,&historical&reQenactments,&museums,&street&and&public&art,&flash&mobs,&etc.&Physically&situated,&experien>al&learning&can&be&very&powerful,&e.g.&study&abroad,&field&visits,&internships.&

•  Further,&experien>al&learning&of&some&pragma>c&or&socioQgramma>cal&features&may&be&impossible&out&of&authen>c&contexts&or&physical&place&of&use.&&

•  In&many&Indigenous&tradi>ons,&place,&myth,&and&story&are&inextricably&intertwined&(Basso,&1996),&and&some&language&systems&are&highly&placeQdependent&ontologically&(e.g.&with&direc>ons)&

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Games&and&learning&

•  Digital&games&may&afford&development&of,&e.g.,&goal&orienta>on,&learner&autonomy,&mastery&learning,&and&computa>onal/systems&thinking,&in&a&fun,&mo>va>ng&and&relevant&package&(e.g.&Prensky,&2001)&&

•  Games&may&provide&ideal&environment&for&ac>ve&and&cri>cal&learning,&iden>ty&development,&achievement,&prac>ce,&scaffolded&learning,&onQdemand&and&justQinQ>me&learning,&and&more&(Gee,&2007)&

Games&and&language&learning&

•  Game&design&has&parallels&with&L2&pedagogical&design,&e.g.&goal/taskQbased&ac>vity,&opportuni>es&for&interac>on,&customized&feedback&provision,&use&of&narra>ve&for&contextualiza>on&(e.g.&Sykes&&&Reinhardt,&2012)&&

•  Games&can&be&understood&as&both&texts&(game&as&cultural&product)&and&prac>ces&(gaming&as&social&ac>vity),&affording&both&genreQ&and&literaciesQbased&pedagogies&(Reinhardt,&2013;&Reinhardt,&Warner,&&&Lange,&2014)&

•  Game&literacies&developed&through&(focused)&gameplay&and&(learnerQdriven)&game&design&may&afford&metalinguis>c&development&and&awareness&(Reinhardt,&Warner,&&&Lange,&2014)&of&games&and&language&both:&–  as&crea>ve,&poe>c,&disrup>ve&=&play&literacies&&–  as&systemic,&systema>c,&structured&=&system&literacies&&–  as&designed&and&designable&social&prac>ces&=&design&literacies&

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Affordances&of&games&for&L2TL&

•  repe>>on&and&redundancy&of&input&(deHaan,&2005;&McGraw,&Yoshimoto,&&&Seneff,&2009;&PiiranenQMarsh&&&Tainio,&2009)&&

•  environment&for&collabora>on&and&nego>a>on&(Hanson,&2005;&Reinders&&&Waiana,&2012;&Rama&et&al.,&2012;&Thorne&&&Fischer,&2012;&Peterson,&2012)&

•  increased&confidence&and&willingness&to&communicate&and&take&risks&(Reinders&&&Waiana,&2012;&Zheng&et&al.,&2009)&

•  coQac>on,&languaging,&and&alignment&(PiiranenQMarsh&&&Tainio,&2009;&Zheng,&Newgarden,&&&Young,&2012;&Peterson,&2012)&

•  development&of&:&–  pragma>c&competence&(Sykes&2009;&2010)&–  lexical&competence&(Miller&&&Hegelheimer,&2006;&Ranalli,&2008;&Verhallen&&&

Bus,&2010;&Müller,&2013)&&–  cri>cal&and&digital&literacies&(Lacasa,&Mendez,&&&Mar>nez,&2008;&Alexander,&

2009;&deHaan,&2011;&Reinhardt&&&Zander,&2011)&–  (inter)cultural&competence&(Thorne,&2008;&Neville,&Shelton,&&&McInnis,&2009;&

O’Brien,&Levy,&&&Orich,&2009)&–  narra>ve&competence&(Hanson,&2005;&Holden&&&Sykes,&2011)&&

Games,&storytelling,&and&place&

•  Games&can&be&understood&as&experien>al,&ruleQbased,&interac>ve&narra>ves&(e.g.&Carr,&2006).&&

•  From&a&narratology&perspec>ve,&gameplay&entails&shiming&among&audience,&narratee,&and&narrator&perspec>ves.&In&other&words,&playing&a&game&is&watching,&experiencing,&and&telling&a&story.&&

•  A&game&player&creates&a&‘personal&narra>ve’&through&interac>on&with&‘designed&narra>ves’&(Calleja,&2007)&

•  A&game&can&be&independent&of&place&and&create&its&own&world,&or&it&can&be&dependent&on&place,&i.e.&the&place&of&play&can&be&key&to&the&game,&or&an&integral&part&of&the&story&

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Place,&learning,&and&technology&

•  Mobile&technology&affords&the&deQcoupling&and&reQcoupling&of&place&and&learning.&

•  Through&loca>on&independence&and&pervasive&accessibility,&mobile/portable&learning&apps&and&technologies&(e.g.&online&learning)&can&supposedly&enhance&learning&by&increasing&mo>va>on&and&autonomy.&

•  Through&augmented.reality.(geoQloca>on&and&wifi/broadband),&mobile&technology&can&also&enhance&learning&by&associa>ng&place&and&learning&ac>vity.&&

In&sum,&

•  storytelling&is&a&powerful&and&effec>ve&means&of&cultural&transmission&and&contextualized&language&use,&

•  language&use&(and&other&experien>al&knowledge)&needs&to&be&‘situated’&(literally&and&figura>vely)&in&order&to&be&learned&effec>vely,&

•  situated,&or&placeQbased&storytelling&has&great&pedagogical&poten>al,&

•  augmented&reality,&placeQbased&games&have&great&poten>al&as&integrated&environments&for&contextualized&storytelling,&language&learning,&and&literacies&development.&

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ARIS&

•  Augmented.Reality.Interac4ve.Storytelling.is&an&open&source&mobile&applica>on&technology&developed&at&UWQMadison&freely&available&for&educa>onal&uses&(Gagnon,&2010).&&

•  hip://www.arisgames.org&•  Augmented&reality&is&a&form&of&mediated&reality&(like&virtual&reality),&where&

a&place&is&augmented&or&enhanced&via&technology—for&use&in&ac>vi>es&like&shopping,&learning,&or&gaming.&&

•  AR&is&engaged&via&portable&(e.g.&mobile)&or&even&wearable&(e.g.&Google&Glass)&technologies,&and&is&ac>vated&through&geoQloca>on&data&and&wifi/broadband.&

•  AR&uses&graphics,&sound,&and&interac>ve&design&(e.g.&QR&codes)&to&layer&informa>on.&

Sample&projects:&&•  Men>ra&by&Sykes&and&Holden&(hip://www.men>ra.org/)&–&Spanish&

learning&in&ABQ&•  Paris&Occupé&&by&Terri&Nelson&(

hips://www.youtube.com/watch?v=oGRN2ARlCJg)&&French&learning&in&GermanQoccupied&1938&Paris&

Partnerships&in&Indigenous&Knowledge&and&Digital&Literacies&

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descrip>on&

•  The&Partnerships&in&Indigenous&Knowledge&and&Digital&Literacies&Project,&funded&by&an&NSF&Cyberlearning&grant,&was&begun&as&a&partnership&between&U&Arizona’s&CERCLL,&AILDI,&and&educators&in&four&southwest&indigenous&communi>es,&Mojave&at&Ft.&Mojave&and&CRIT&(Aha&Macav),&Hualapai,&and&Maricopa,&who&share&a&Yuman&linguis>c&heritage.&&

•  The&primary&objec>ve&of&the&project&was&to&explore&mobile&game&technologies&as&a&means&of&contextualizing&tradi>onal&ecological&knowledge&and&language&learning,&specifically&augmented&reality&technologyQbased&games&that&are&designed&to&easily&and&seamlessly&incorporate&loca>on&and&contextual&informa>on&into&game&design&(Holden&&&Sykes,&2011).&The&project&has&involved&a&symposium,&site&visit,&workshops,&and&the&future&development&of&template&games&and&a&users’&manual.&

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future&plans&for&PIKDL&

•  crea>on&of&ARIS&game&templates&that&can&be&recombined&and&adapted&(e.g.&‘journey’,&‘collector’,&‘mystery’)&

•  manual&for&Indigenous&educators&on&designing&and&developing&ARIS&games&for&heritage&language&teaching:&–  adap>ng&local&knowledge&(myth,&history,&ecology)&and&pedagogies&(narra>ve,&game,&place)&

–  involving&learners&and&community&–  using&ARIS,&images&and&game&templates&

key&needs&for&success&

•  par>cipants&are&locally&situated&and&connected&language&documenters&and&educators&

•  sessions&are&contextuallyQresponsive&and&goalQoriented&

•  iden>fica>on&of&stories&and&knowledge&that&are&culturally&relevant&yet&adaptable&

•  technology&that&is&open&source&and&learnable&•  curricula&and&schools&that&are&flexible&&•  for&data&on&outcomes&and&effec>veness,&adequate&learner&numbers&

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further&ques>ons&

•  What&are&culturally&appropriate&L2&pedagogical&methods,&and&how&should&they&be&developed,&implemented,&and&assessed?&

•  How&are&digital&games&game&design&tools&and&mobile&technologies&themselves&cultural&products&and&prac>ces?&What&affordances&(and&constraints)&do&they&offer&for&pedagogical&design&and&learning?&

•  Thornton&Media:&hip://www.ndnlanguage.com/products.html&

•  RezWorld:&hip://www.youtube.com/watch?v=tmP17acPYCE&•  Never&Alone:&

hip://kotaku.com/theQfirstQbigQvideoQgameQmadeQbyQna>veQalaskansQ1614648571&

‘ahotk&&&thanks&special&thanks&to&Kathy&Cas>llo&&&Hubert&McCord&of&Ft.&Mojave&

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